• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    41
  • comments
    31
  • views
    37934

Memory Blocks release - zoloEngine Cloud

Sign in to follow this  
Followers 0
freeworld

1036 views

Later in the week, next week, same thing. Right?.... right? Real simple real quick, get the highest score possible and brag to your self about it, cause that's what life is all about. Right?

Playing the game - You're given a set amount of turns, each time you reveal a colored square it takes a turn away. Everytime you reveal two matching colors you get points and your turns back. Each pair starts a combo timer (4 sec), everytime you reveal another pair in that time, the clock gets reset and a chain counter goes up. Wghen the time runs out you get bonus points and turns based on the combo chain.

Each pair revealed, reveals the surrounding blocks for a few seconds, but also explodes blinding the area. good luck and have fun.

Download the game here -
http://www.filedropper.com/memoryblocks

For those who don't have visualStudio 2010 installed, can get the runtime (~5mb), here -
http://www.microsoft.com/download/en/details.aspx?id=5555

The game also requires directX9.c or higher to run, you can find that here -
http://www.microsoft.com/download/en/details.aspx?id=35

Ok I feel better now, a quick project out of the way. Time to focus on a few other thingies. I've been dieing to do some rework on my framework. Mainly making it a little easier to translate from the physics portions into the graphics portion and vice versa. As they were designed so far apart, they used different variable layouts let alone different coord systems. ie my graphics always conciders the position to be the upper left corner and the bounding box to stretch outwardfs from that. My physics component took on the convention, that position is the center of the bounding box, and size stretchs in all direction from the center. This is mostly because of my choice to use Box2D, and it uses a similar approach.

A few major rethinkerings of my renderer interface needs to be done to finally get me back on track with "Kylar's Valcano". The current system has some major limitations on how much pixels I can push. A quick couple refactorings already pushed me from ~20K triangles @ 30fps to 250K triangles @ ~40fps. This ofcourse is all at 1280x720x32 using my particle emitter as a testing ground. Which brings me to another portion that did get rewrote, but lost when my pc decided to die.

A few of the changes were me hacking around with how the emitters handle generating new particles. Wasn't nearly as efficient before, and actually account for alot of the performance improvement. Lots of redundancies, that I can only assume were done the way they were for the sake of getting it coded faster. Always fun reading comments couple years old, and seeing the programmer mind set I was in back then. Boy do I see things differently now.

CloudLogo.png

Like every one else, I've always had the idea that I would eventually release my framework to the masses. Then they would all praise me like a programming god. "Oh Corey you're a genius... how is this even possible", "Oh it was nothing, now throw away that useless UDK you got over there." I can dream right?.... right?

Currently as it stands, the framework is split into several major sections with their own interfaces. Non included components are all third party, such as sound.

Graphics::Intrerface
Input::Interface
Physics::Interface
System
Math
Misc helpers

But as this is for me, and I alwas strive for simplicity, since my a.d.d. has me starting new project every other day. I always like to design for fast prototyping. So I'm going back to more of an all in one interface. "Cloud", is the new name I'm dubbing this interface. Though the only thing I'm rewritting is the graphics interface and renderer pipeline (sounds like alot, but really it ain't). I'm incorporting the other interfaces into the graphics interface basically. So I can have an all in one intitializer and container for the interfaces.

While you're puzzeled I'll take my leave and bid you all farewell... whatch out for the turnips.

Nextime - Talk about the rendering pipeline and Day 4 (a 2 imager to finish of the tease).

0
Sign in to follow this  
Followers 0


0 Comments


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now