• 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

Some help for a game developer

1 post in this topic

Hello, I am a hobbyist computer game developer. I have been programming a game in the platform jumping genre in the PureBASIC engine. I am working on making a more serious-looking game rather than a Mario-like game that has been done many times before. I am an experienced BASIC programmer though QBASIC and VisualBASIC and VB.NET and the PureBASIC engine has been easy to learn and have quite a powerful syntax. However I am new to game development and require assistance. I have a few question, mostly regarding general game development.

1)      My framerate is quite low on reasonable hardware, what tasks usually cause this?

2)      How can I make animations look smooth without an enormous framerate?

3)      Diagonal motion looks terrible, how can I improve it?

4)      I am not accustom to debugging real-time full-screen applications, break points don't seem to help, what will?

5)      Double buffering is really confusing, I have to have multiple set of coordinents for the position of moving objects on each buffer and draw everything twice, is there an easier way to do double buffering?

6)      Any tips and tricks that would help me in game development.


I will appreciate any help that you can provide me with on any of these questions. Thanks!


Share this post

Link to post
Share on other sites
Hi. These aren't really design questions, so I expect that this thread will be moved.

1. This can vary greatly. You will need to profile your game (record timing information) in order to find your bottlenecks.

2. You don't need more than 30 fps for smooth animation. Make sure that animation frames are tied to real time elapsed, rather than the number of frames you have drawn

3. Don't know - it depends on how you have implemented it

4. Breakpoints should help. You may need to play in a window if fullscreen is getting in the way of your IDE window

5. I think you're misunderstanding double buffering, and suggest you read up on the concept. You shouldn't need two sets of coordinates - it's just about which buffer you draw to/display

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