• 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.
Sign in to follow this  
Followers 0
Adrisim

2D art related topic.

5 posts in this topic

Hello, everyone. Here is a new beginner for all of you.

 

Well. Lets put this straight. 

I'm currently researching on how videogames are done. For that matter, I still don't understand how 2D/3D art, characters and such things are implemented in games. Is it part of the Engine features? Or is everything programmable? I really am confused on this. 

 

Mi idea is as follows: The programmer works with 2D/3D graphics libraries on his chosen language and use it to import art from 3Ds Max, Maya or so, on the main code for being manageable from there. That means, pressing any button move character from A to Z, while its animation is taking place. Okay, lets be clearer. The user presses any button, then the code runs that character's animation for start moving from A and then walking while the button is till pressed on, to finally run the animation for stopping when arriving at the giving Z point. 

 

Is this how it really works?.

Who does this?

How can it be done?

Is it too hard?

What does it take to accomplish such task? 

 

And then, how programmers make all that to happen on a 3D/2D full environments will complex scenes and NPL character all over the place, plus, collision detection systems and on and on. 

I really still don't get how all this is accomplished. 

Any feedback will be appreciated. 

0

Share this post


Link to post
Share on other sites
Is this how it really works?.
Almost.
 
Who does this?
Programmers.
 
How can it be done?
By learning how to program code.
 
Is it too hard?
Yes and no. Sometimes it's very easy, other times it's challenging... but that kind of challenge can be really enjoyable (or can be exceptionally frustrating).
 
What does it take to accomplish such task?
Learning to program is a lifetime thing, continually expanding and growing in knowledge and skill. but you can learn the basics solidly within about 3 years. Quicker if you make it a full-time focus (40+ hours a week).
 
By breaking everything into smaller pieces, large challenges can be overcome by tying small simple pieces of code together to build a larger complex system.
 
(I'm running out the door as I type this, so I'll give a more descriptive response tomorrow unless someone beats me to it - which I hope they generously do smile.png) Edited by Servant of the Lord
1

Share this post


Link to post
Share on other sites
 By breaking everything into smaller pieces, large challenges can be overcome by tying small simple pieces of code together to build a larger complex system.
 
(I'm running out the door as I type this, so I'll give a more descriptive response tomorrow unless someone beats me to it - which I hope they generously do smile.png)

 

I'm learning C (and I will be for the next half year or so. Until there is no chance I can screw code), and the next step is C++ or C# (I'm not sure yet). I hope for a more descriptive response. 

Thank you. 

0

Share this post


Link to post
Share on other sites

Well if your looking for a really code specific answer to your question, here's some pseudo code.

Image puppypicture = loadimage("src/images/cutepictureofpuppy.jpg"); //load your image
int characterX = 200;
int characterY = 200;

void keyeventhandler(keyevent e)
{
if(e.keypresses = keys.leftarrowkey)
{
characterX = characterX - 2; //move two pixels to the left
}
}

void drawstuff(Graphics g)
{
g.drawImage(puppypicture, characterX, characterY);
}


Ok, that code looks a lot more like java than pseudo but I hope this answers your question about key movements. This example pretty much moves a picture of a puppy when you presss the left arrow key.

Once you get the hang of programming and you understand event handling this will make more sense. Games are essentially all about taking input and sending visual output.

When developing a game, you as the programmer are just taking the artists images and 3D models and making them come alive, everything in a game gets done in code.

 

Edited by minibutmany
1

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0