Outstanding tutorial!!!. I was trying to make a snake game but couldn't find any tutorials with C++ and raylib and this video popped up out of nowhere. Very nice explanations. Waiting for more tutorials😄
Thank you so much for taking the time to watch my tutorial and for your kind words! I'm glad to hear that you found the explanations helpful in making your own snake game. I'm always working on new tutorials, so stay tuned for more!
I just started learning c++ a couple hours ago, i want to use it to make game systems in unreal engine. i don't know much but i kind of understand what is going on in this video, this means you are clear and concise, and explain really well. You are underrated!! Subscribing right now!
Thank you so much for your kind words and support! I'm glad you found the tutorial helpful and informative. I will definitely keep creating more content like this in the future. Stay tuned!
Thank you so much for your kind words, Tim! I'm thrilled to hear that you enjoyed the tutorial and found it helpful. It did take a lot of hard work and time to put together, but comments like yours make it all worth it. I hope the tutorial inspires you to create some awesome games with raylib. Thanks again for watching!
Hey Can you please keep teaching raylib?, like dealing with sprite sheets, physics and other topics. honestly you are the best teacher I've encounter on youtube.
Sure, may raylib tutorials are coming! I love raylib! Just give me some time because creating these tutorials take a lot of time! Thanks for your kind words!
Hi Nick, thanks for the tutorial. I watch for your Tetris video first. And the I try to implement my own snake game using class that I learn from your Tetris video. I'm here to compare how our code differs. I use vector instead deque, and I also use 2d int array for the board. In the end the game is work and I learn so much from your videos. Thanks ❤
I love it, another incredible video tutorial. Thanks to you I am learning a lot, thank you very much for all the effort in making these incredible tutorials. 👍 What game will the next tutorial be about, maybe space invader.
Thank you so much for your kind words and support! It makes me really happy to know that my tutorials are helping you learn and improve your skills. As for the next tutorial, I haven't decided yet, but I'll definitely take your suggestion of Space Invader into consideration. Stay tuned and keep learning!
Great tutorial! Making a game is the most practical way of learning a programming language! One question - why method names begin with a capital letter? Is it a convention coming from C language? This way it's not immediately obvious if "CallSomething()" is a class constructor or a method.
Thank you for your comment! I appreciate your observation. You're right, it's not a convention that applies universally. In this case, I chose to adopt the naming convention used by raylib, the library we are working with. They start their functions with a capital letter, and to maintain consistency, I followed the same convention in my methods. I hope this clarifies the reasoning behind my approach. Feel free to reach out if you have any more questions!
Thx man, another great tutorial! On to Tetris! Also to practice coding, I'm gonna start building a small game using what I learned in this tutorial, along with the pong tutorial! Thx again! (Also 1 had a question, if you wanted to add an image of like a character, and make it move. How would you make the image move?) From the tutorials I already know how to add images, and make object move!
Thanks for watching! If you want to learn how to move an image, check my latest tutorial published 2 days ago. It is the Space Invaders in C++, it will help you achieve that easily.
I'm having a problem with the control code; for example when the snake is traveling left, if the player would to press down and right at the same time the snake will immediately turn right, at the beginning I didn't think anything of it but once we get close to the end of the tutorial this became a game breaking bug. does anybody else experience this problem?
You are right, that's something we can fix. We need to declare a new variable static bool allowMove = false; at the top of the file. Then in the game loop the control block looks like this: if (EventTriggered(0.2)) { allowMove = true; game.Update(); } if (IsKeyPressed(KEY_UP) && game.snake.direction.y != 1 && allowMove) { game.snake.direction = {0, -1}; game.running = true; allowMove = false; } if (IsKeyPressed(KEY_DOWN) && game.snake.direction.y != -1 && allowMove) { game.snake.direction = {0, 1}; game.running = true; allowMove = false; } if (IsKeyPressed(KEY_LEFT) && game.snake.direction.x != 1 && allowMove) { game.snake.direction = {-1, 0}; game.running = true; allowMove = false; } if (IsKeyPressed(KEY_RIGHT) && game.snake.direction.x != -1 && allowMove) { game.snake.direction = {1, 0}; game.running = true; allowMove = false; } You can also find the updated code in the github repository. Thanks, for letting me know about this issue!
Great tutorial!! I have one question tho: does the game logic work as if we never added a border, and we are only drawing the snake and food offset to inside the border? Like does the actual snake exist in the same x and y coordinates as before we added the border? And thank youuu for the great tutorial again, I learned a lot!
Hey! Really nice tutorial, I loved it! I just started out with C++, but I have a question, to which I can't find a solution anywhere. How can I add textures to the snake? I tought about loading the image, then the texture in the snake class, but I don't know how to set the position of the texture on top of the snake.
In the Snake class, in the Draw method, you should draw a texture instead of a rectangle. So remove this line: DrawRectangleRounded(segment, 0.5, 6, darkGreen); and use the DrawTexture function. Just load texture and display it.
I can't load textures everytime I try even with your image the game doesn't start I have no idea why. code: #include #include using namespace std; Color green = { 173,204,96,255 }; Color darkGreen = { 43,51,24,255 }; int cellSize = 30; int cellCount = 25; class Food { public: Vector2 position = { 5,6 }; Texture2D texture; Food() { Image image = LoadImage("food.png"); texture = LoadTextureFromImage(image); UnloadImage(image); } ~Food() { UnloadTexture(texture); } void Draw() { DrawTexture(texture, position.x * cellSize, position.y * cellSize, WHITE); } }; int main() { Food food = Food(); cout
In short, deque does insert/delete from the ends, where as ArrayList supports random elements additionally. Deque uses a dynamic array internally, but elements might not be stored contiguously in memory. While ArrayList stores elements contiguously in memory. Both have a constant time complexity of (O(1)). Lastly, C++ also has a std::vector container that's similar to ArrayList and it might be a better choice for most use cases due to its contiguous memory allocation and generally better performance. Hope this helps to answer your question.
Maybe this is too late, but you can simply create a folder named "graphics" inside de game folder, and create a 30x30 image with Paint, that's what I did and it works fine.
Download the Github repository. Double click the main.code-workspace to open the VScode project. Then open the main.cpp file. If you have downloaded raylib on the default path you should be able to complile and run the game by pressing f5 on your keyboard. Then on the project folder a main.exe file will be available.
is it possible to scale pixels? so instead of using 1 pixel in game / 1 pixel screen ratio say for example 1 pixel in game / 16 pixels screen . (reduce total pixels in game but keep the size)
In raylib, you can achieve pixel scaling by rendering your game at a lower resolution and then upscaling it to fit the screen resolution. Here are the steps in short: 1. Decide on a lower resolution for your in-game world. This resolution should be smaller than your screen resolution. For example, if your screen resolution is 800x600, you might choose a game resolution of 100x75 2. Create a special drawing surface called a "RenderTexture." This surface will be used to draw your game's world at the lower resolution. Think of it as a canvas for your game. 3. Inside the RenderTexture, draw all your game assets, characters, and objects just like you normally would. However, remember to use the smaller game resolution (e.g., 100x75) for positioning and sizing. 4. Now, render the contents of the RenderTexture to the screen. When doing this, raylib will automatically scale up the smaller resolution to fit your screen. Your game pixels will appear larger due to the scaling effect.
Hi, I have a question. What if i want to make .exe file from it? I tried running mingw32-make And its not working. Can you please help me? Thanks much and love your videos man.
I hope you took away lots from this video. Let me know below! PS: I'm creating an OOP course! Sign up at programmingwithnick.com/course for early access and a 50% launch discount.
this is a tutorial for beginners, to help them dip their toes in c++ and raylib. no need to over-complicate it as that will only put people who dont understand the syntax of pointers ect