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A Dash of Game Development – 9. Archives and Resource Groups.
In this chapter we take the basic resource management framework we built in the last chapter and add a few more things to it. We will refine our code and make the framework more generic so we can read resources from archives and allow loading of resources via resource groups. (This will allow us to…
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A Dash of Game Development – 8. Resource Management.
In the last chapter we used and shared an image resource between sprites, now we will see how we manage shared resources within our framework. It’s easy to manage a shared resource when you have a single image and handful of sprites using the same image. However, games have a lot of images and even…
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A Dash of Game Development – 7. Images, Sprites and Textures.
We will be looking at a bit of theory again in this chapter. First let’s start with images. An image is often used interchangeably with the terms picture and bitmap. If you recall, we talked about bitmaps in chapter 4 — where we understood what a bitmap was. Images are usually stored on a storage medium in…
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A Dash of Game Development – 6. The Event System.
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A Dash of Game Development – 5. Going Object Oriented.
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A Dash of Game Development – 4. Display and Co-ordinate System.
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A Dash of Game Development – 3. Basic Outline and Our First Animation.
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A Dash of Game Development – 2. Installation and Setting up.
In the previous chapter we had a brief introduction of the tool-chain we will be using. Now it’s time to set it up for the game we will be developing. So lets begin by first downloading the individual components. Python (version 2.7): http://www.python.org/download/ PySFML (version 1.6): http://www.sfml-dev.org/download.php PyOpenGL (3.0.1): http://pypi.python.org/pypi/PyOpenGL Optionally you can also install GIMP, Paint.NET and Notepad++.…
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A Dash of Game Development – 1. Introduction and Getting Started.