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SDL Game Update 1

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Uploaded by on Jan 31, 2009

Watch in high quality for best results: http://uk.youtube.com/watch?v=CEJU7kUhMI0&fmt=18

So I've done quite a bit since my last video, as you can see.

In case you were wondering, the top left hand number is (supposedly) the frame rate, and the right hand number is the number of lives left.

The text system was coded by me, it's not SDL TTF.

I did what I said I would do in the last video, and rewrote the code. Unfortuntely, It's started to get messy again, so I'm probably going to have to rewrite some stuff again soon. Serves me right for not planning things out, I suppose.

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Uploader Comments (DancingRoboClown)

  • Why don't you 'programmers' deviate your knowledge to less boring means? Attempt to create your own games, instead of merely regurgitating history. The aim of mankind is to advance through the whim of space, not to cohesively adhere to fire. Try creating your own games as of now.

  • The point of this wasn't to create a game that would "advance" anything, it was simply a learning exercise. To try and create a fantastic new awesome game full of fresh new ideas when you're still learning your way around the language / API is stupid, and would almost certainly end in failure, and you wouldn't learn nearly as much.

  • Plus, I'm pretty sure there aren't many platformers that require, or even allow you to alter the level in order to proceed. I bet if I had replaced the ripped sprites with original ones, you wouldn't be complaining.

    Of course, you're more than welcome to "advance through the whim of space" with your own creations, I'd be happy to see them.

    Maybe you could also work on using words that you understand so that ALL of what you write makes sense, rather than just the odd sentence.

  • Great work! In your last video, you mentioned interest in a point-and-click adventure game engine. I'm working on an adventure game myself (not point-and-click, though). There is actually an AdventureGameStudio out there that makes it all fairly easy. Looking forward to seeing more... whether mario or something else =)

  • Thanks, I've heard of AGS, but I think I'd much prefer to get into the nitty-gritty and code it myself, more fun that way! With the new Monkey Island coming out soon, I'll probably have some inspiration, too. However, I also have a crazy amount of work to do over the summer, so I won't have a lot of time for personal projects. I'll try to get a video out before I go back to school though.

  • This is some good stuff man. Great work.

    One thing, though, that I've seen a lot and has always bothered me:

    Selecting one tile at a time can be tedious. What if your pressed CTRL or something, and a page of tiles would appear under the mouse cursor.

    Anyway, keep up the fine work sir. You deserve a coffee break. :)

  • It'd be quite easy to set up a menu, and the actual level editor (if it ever gets one) will probably have one.

    The editor shown in this video is supposed to be a gameplay feature, It's not really necessary to have a load of different tiles, and a huge menu when all the player's going to be doing is building platforms to jump on.

Video Responses

This video is a response to Adventures in Game Development Chapter 15.5
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All Comments (18)

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  • nono someone did a indie game looking exactly like super mario bros but with a lot of open air. Then you could switch between controling mario and putting down tetris shaped brown blocks while the screen scrolled to the right. Not that great but a funny idea.

  • @DIProgan

    you mean Dr. Mario?.........

  • This game reminds me of the one where they mixed Super Mario with Tetris. Seen it?

  • very nice,keep it up =)

  • you should give the player a limited amount of tiles to work with and then they can try to get to the star with only those tiles.

  • What a failure. This was obviously made by somebody learning to use SDL. What have you made?

  • Congratulations - Looks great!

    Keep it up :) !

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