Xbox 360 Controller Input in C++ via XInput

So you have that Xbox360 controller laying around and want to connect it to your game? On XNA this is an out of the box option but if you’re using C++ you have a bit more work to do first. First of all, you will need the DirecX 9.0+ sdk. The includes. #define WIN32_LEAN_AND_MEAN // We don't want the extra stuff like MFC and such #include <windows> #include <XInput.h> // XInput API #pragma comment(lib, "XInput.lib") // Library. If your compiler doesn't support this type of lib include change to the corresponding one Let’s define the buttons ...

April 15, 2012 · 4 min · 842 words · David Amador

Screenies time...

We finally released some screenshots of Dary’s Legend. Lately I’ve been working on the light system and fog of war for the game, it’s visible on the images. Here’s the official post but I’ve placed the images here for convenience.

March 30, 2012 · 1 min · 40 words · David Amador

New game...

New game, called Dary’s Legend, a roguelike, dungeon crawling type. This is what I’ve been working on lately, and … well not much more to say. I’ll try and do posts with relevant stuff regarding the development of the game from now on. Going back to coding now…

March 16, 2012 · 1 min · 48 words · David Amador

Where do you like games to store their save data?

Quick question. I’m trying to decide where my next game should store their save files so I decided to make a poll. Personally I think that C:/Users/$USER$/AppData/Local/ is a total idiotic thing. Starting on Windows Vista there’s a pre-created “Saved Games” folder but most people seem to miss it since it’s not on the “My Documents” folder. There’s also other possibilities which many games I own use like ...

March 3, 2012 · 1 min · 129 words · David Amador

Engine, video player and tools, tools tools!

So these past 2 weeks I’ve been adding some “bits and bytes” to the engine. Taking a rest between some more complex game mechanisms I decided to start doing a video player. After a bit research I decided to choose theora, but a bit skeptic, I’ve used it before on a game company I worked at and I remember being a tiny nightmare, specially because of YUV->RGB(A) conversion and because of video/audio sync. ...

January 29, 2012 · 3 min · 532 words · David Amador

Basalt code swarm

I discovered code swarm a while ago and decided to test on my own repositories. This is a test on Basalt, and although I’ve been working on the engine since January 2010, only in 2011 did I placed in on a repository so a bunch of stuff is added right on the beginning. This is the result.

December 23, 2011 · 1 min · 57 words · David Amador

something new in the horizon...

So I’ve been out for quite some time, and this is just a quick update. First, I have tones of unread, thus answered emails on my inbox. I haven’t managed to go through that lately. I usually scroll to see if there’s a really urgent one, I will eventually read them all. I decided to quit my current job, my last day is October 31st. I couldn’t glimpse a very promising carrier there and I practically staggered learning-wise for the past months due to the type of work we develop so yeah, that’s it. ...

October 27, 2011 · 1 min · 165 words · David Amador

Hurry you only have 16 ms to render everything

So I’ve been working on my new game and I’m doing some tweaks here and there on the engine. Mainly with the rendering section, trying to squeeze as much as possible, thus maintaining an acceptable framerate. It’s not like I’m doing a heavily graphic game but I like to know that It can be used even on slower pcs and that I’m not using more cycles than necessary. This past week and after reading a bunch of stuff and keynotes from John Carmack about Rage (60FPS ftw) I decided to measure my own stuff. ...

August 8, 2011 · 4 min · 654 words · David Amador

Using Git for revision control

If you are coding, no matter what it is, games, software, websites, you should be using a code revision control of some sort. Are you using? Cool. Is it Git? Smart choice, so you probably don’t need to read the rest of this post. For the rest I’m giving some help on how to start from scratch. First of all I recommend some reading on Revision Control so that you understand what I’m talking about. ...

July 8, 2011 · 2 min · 363 words · David Amador

So what have I learned after eight months on the App Store

First of all I think this is my last idevblogaday post for a while. I my math doesn’t fail me this is my 10th post and it’s time for someone to take turn. Actually it’s just the 9th. I hope my words have somehow enriched your knowledge, in case you want to stick around just bookmark my feeds. I keep this fairly updated. Also since I’ve been working on a new game there’s probably news to share in the next 2-3 months. ...

June 24, 2011 · 4 min · 672 words · David Amador