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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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Pixel art is time consuming

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cyberspace009

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Art is tough:
Pixel art is very hard in my opinion. I have no patience for it and I really suck at it. I might need to work with a pixel artist and I never worked with an artist before. I hope I can work with one in the future.

Code chat:
Enough crying about art. Let me explain my tile engine. The tile engine is using std::ifstream("test.Worldmap"); and I'm using std::array map; to store the tiles. The std::array will store SDL_Rect types and total_tiles is the number of tiles on the map. I used a struct that can hold values of the tiles. In addition, the std::ifstream("test.Worldmap"); will search for the type of tile on the map with speacial characters: "1"(grass), "3"(water), "p"(Player), and "2"(wall). I used a switch() statement for this procedure.

For example:


p 1 1 1 1 1 1
1 1 1 1 1 1 1
1 1 1 2 1 1 1
1 1 2 2 2 1 1
1 1 2 2 2 1 1
1 1 3 3 3 1 1
1 1 1 1 1 1 1
To calculate the total_tiles, just use basic math. 7 X 7 = 49. You can use two for loops to make this work, but I only used one for loop to fill the tiles in std::array. Would be nice if I posted some code, right? Pshh, there's hundreds of tutorials on this so anyone can find them online. My code was based on a tutorial from a java tutorial game website. However, I decided to only take the read file example and change it to my satisfaction. In the end, I did learn a lot from the java tutorial. BTW, std::array is a C++11 library.

Anymore stuff to mention?:
My collision and character movement works. Therefore, I have a working game engine made with SDL. All is left for me to do is design a game mechanism and create a good idea for games. This is only the beginning of the difficult journey. Stay tuned.

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Pixel requires a fair amount of artist power. The skill required to simplify a complex image into a very small number of pixels to display the same thing, can be intense. It does become easier with more practice, if that helps. 

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Pixel requires a fair amount of artist power. The skill required to simplify a complex image into a very small number of pixels to display the same thing, can be intense. It does become easier with more practice, if that helps. 

 

That I understand. However, it really stresses me out when I am programming and doing art at the same time. It is hard for me to relax when it comes to art.

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it really stresses me out when I am programming and doing art at the same time.

As a programmer, I can understand. Before finding an artist I filled both roles and not having the crazy art talent makes the visual product feel weaker.

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