Thank you for all the content so far. I watched all the episodes up to now and I will re-watch and apply the knowledge to bring a game to life. I really enjoyed the fact that this uses minimum library but couldn't help to be a bit disappointed when you said "do you think I want to code an OGG parser? No I don't". But I think you wish you would! Anyway, looking forward to a second season of this series. There are lots of interesting things for a RPG game and we are still missing the save/load feature in the menu. Topics I am particularly interested to see covered: NPC logic, including animation and how to make random path feels "right", animation in general (maybe the water tiles), so it is not only the character (how to accomplish it with the frame counter, etc), save/load option, load of different map (the idea of two overworlds, how to accomodate for that), more transition stuff (so far we only have fades), and how to draw partially (so you can have NPCs, etc "outside" the screen but not crash, and bring into view). Oh and for some side-tracked stuff, I really like when you debug things live, so that we can do it ourselves if we break something outside the video teaching. And I was intrigued by the DLL stuff and how "debug on the fly" would happen, but unfortunately it didn't made the final cut. Alas, I hope you are doing fine! Subscribed for sure.
@fabrizioriva1281Ай бұрын
Thank you for all of the videos you have made: they are invaluable for me
@theassassinkira49752 жыл бұрын
finally we reached it after so many months if not years.
@rohanofelvenpower55662 жыл бұрын
like 2 years yes
@interrogationwatch37812 жыл бұрын
Thanks for this awesome series! I could learn so many new things from the Windows API and you are great in explaining things. So inspiring :)
@ryonagana7 ай бұрын
Hey Ryan are you Ok? 1 year without upload videos. did you quit this project? i learned a lot watching your videos!
@ryanries096 ай бұрын
I'm OK. I just got side-tracked in life by having a baby boy who now takes up all my time. One day I do plan on returning to making videos though.
@_Afsus2 ай бұрын
@@ryanries09 congratulations :D , family is priority :D keep us informed with your knowledge
@anasdhfraw7 ай бұрын
where are you? =( why are you gone...
@dslbit2 жыл бұрын
nice work ryan, I've been learning a lot, ty for sharing!
@ryanries092 жыл бұрын
And thank you for watching!
@alexdefoc6919Ай бұрын
Truly i have been thinking a lot if i should be going full windows and rely on linux compatibility layers like wine for linux to support my apps...
@TheDjBobie2 жыл бұрын
Thanks Ryan, **nice** episode!
@luked94022 жыл бұрын
Concerning the stdint , I take your point, however, one of the main reasons to use them, besides potential finer grain declaration of variable type and size etc, is for greater portability when supporting multiple hardware platforms. Probably not something you need to consider but just thought I would mention it, in case some viewers misinterpreted using it comes down to pre mature optimization alone. Great series, really enjoying it. Cheers.
@ryanries092 жыл бұрын
Well you see, that's exactly what I thought too, until someone informed me that a int_fast16_t is 32 bits on Windows and 64 bits on Linux and 16 bits with Mingw-w64! Which is anything BUT portable. And that is what really turned me off of the "fast" types at least. The fixed-width types are still fine though.
@luked94022 жыл бұрын
@@ryanries09 True enough on the fastxxx_t types, they are only a guarantee that their widths must be greater than or equal to N. It also leaves it up to the implementer to decide what it means to be a "fast" integer type. I was referring more to portability of code across different _hardware_ platforms, where it can be beneficial to have better control over exact fixed sizes etc. Their maybe diminishing benefits with different OS's and/or compilers.
@kartune08327 ай бұрын
hi, the screen flickers when the game loses/regains focus for some reason, but only when is fullscreen, works fine if remove double buffering though, any tips?
@supercyclone83422 жыл бұрын
I really glad you're still doing this series! I just got done with episode 10 and decided to check out the channel and subscribe (took me long enough lol)! I'm pretty experience in C# and I've even made my own game engine using it, but I wanted to expand my coding knowledge. I was originally going to start out by making a text-adventure RPG once I learned more C, but I stumbled across this playlist and got hooked! I don't know how long I'll stick with this, considering I'm making a game in Unity as my main project, but I likely keep coming back to this whenever I need a break Also, did you ever make the game frame rate independent? I added something to keep track of deltaTime, but I'm unsure if it will work. If you did it at some point in the series, then I won't worry about it just yet. EDIT: Looks like I'm now using OpenGL lol. I hope this doesn't cause problems with the past 59 videos
@jokerpb47782 жыл бұрын
Cool Stuff! I have a question. You said "SwapBuffers() going to block until next vsync" I wonder if it blocks actual execution thread of your program like GetMessage() function?
@Danhec952 жыл бұрын
Congrats on episode 69
@ryanries092 жыл бұрын
Thanks!
@erc0re5262 жыл бұрын
Love that splash screen! About stdint, I don't know. It feels overkill and most platforms are the same word size so it doesn't matter, and if it eventually does, for that specific platform, you can always #define int int16_t. I guess shield proofing too much for the future isn't a good thing
@swaranjali4332 жыл бұрын
Let’s go!!!
@deinemama63032 жыл бұрын
nice
@ryanries092 жыл бұрын
So nice!
@presauced2 жыл бұрын
Nice number.
@ryanries092 жыл бұрын
It sure is... thanks for watching!
@presauced2 жыл бұрын
@@ryanries09 Also, thanks for clearing out those bots. It's pretty disappointing how you have to clean them yourself instead of KZbin doing it.
@MorningSkyMay2 жыл бұрын
I wish you are more focus on windows programming. Like more in depth. And DirectX. Learnt lots of stuff from you. :-)