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      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.
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JBEngine: More Housekeeping and GUI Improvements

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JordanBonser

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So I have done more housekeeping, it can be sightly tedious but the feeling at the end is amazing. Just knowing that your code is abstract and reusable, along with smaller compile times is ace. I have taken out all the game specific code and put it into it's own project and the JBEngine project is now compiled as a library and linked to from the game project. I have also added a Level Editor project which is where I will more than likely be doing most of my work for a while. This is going to give me a great chance to test out my GUI elements fully and add any new bits that might be necessary.

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After doing an initial look through of my GUI elements I realised I needed to sort out how the font size would work with the Text and also that the calculations for figuring out the actual size and offset of the images was far too complicated. I have managed to sort out the calculations, which took a while as I was getting confused between user co-ordinates, internal co-ordinates and then screen space co-ordinates.

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User Co-Ordinates: 1-100

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Internal Co-ordinates: 0 - 1

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Screen Space Co-ordinates -1 to 1

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To overcome this, instead of passing the scale and offset of the textures in screen space coords I instead changed the Quad I was using for the full screen from ( -1 to 1 ) to ( 0 - 1 ). This meant that all my calculations could be done in the 0 - 1 coords and then finally in the vertex shader just do a conversion to get the vertex positions in ( -1 to 1 ).

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It was all a bit of a headache really but the code is much simpler now and it also made it easier to sort out how the font sizes would work. I ended up settling on using pixels to decide font size, meaning that the text will scale when the resolution changes. This seems to be the way most games are doing it now. This is still to be fully implemented but It shouldn't take too long.

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The Level Editor should come along fairly quickly as the majority of the functionality is there already within the engine so it will just be a case of setting up all the GUI elements and adding the logic for the editor. This is still a sizable amount of work and could easily get out of hand if I don't keep tight goals on it.

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[color=#000000]Should be some videos and images soon so these posts don't seem so boring.[/color]
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Plenty to do so I best get cracking smile.png

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