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      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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tommohawkaction

[Game] How do i make a camera.class?

4 posts in this topic

Hello i am making a game like pokemon and im am stuck on how to scroll the map I have used g.translate(offsetX,offsetY); but if i want to add ai's later on to follow the player it would not work well
can someone help me out?

if you can add me on skype : tommohawkaction

 

I mean a Player camera here is what my game is so far http://www.mediafire.com/download/js5na4pmy6eb8w5/test.jar I have made the map move by g.translate(xpos,ypos); however the player does not physically move what will make it hard to do ai so can you help me out.

I want to make a nice camera for the player thanks

 

 

if this doesnt make sense its because i had to qoute it from another website becuase they couldn't help me

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We're going to need more information. What API / Framework / Library are you using? How is your code structured (it's hard to just read through all of your source code and understand it. Furthermore, few of us have the time)?

 

You're going to need to clarify your question if you want robust answers.

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Whatever you use, there is no actual camera, rather things are offset by the cameras coordinates. So you have a CameraX and a CameraY, and when you draw something (that is being scrolled around) you do x - CameraX and y - CameraY.

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