• 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.

Geri

Members
  • Content count

    227
  • Joined

  • Last visited

Community Reputation

367 Neutral

About Geri

  • Rank
    Member
  1. up
  2. This is a Visual Novel Engine. Its FREE. It supports Android, Linux, and Windows. This engine allows you to create Visual Novels without programming knowledge. Its capable of north/east/south/west orientation, and have a simple bult-in battle system with attack, HP, and escape (teleport) system. The engine is capable of item handling and room teleporting.To make a game, you have to do a directory for every room (map), then copy the background in, and create a text file to describe the room with text. You need an apk editor to change the files in theAndroid package. By default, it contains a minigame to show you the things. -It supports the most common image and sound formats (jpg, png, wav, ogg). -room (map) based movement -jpg and png backgrounds -hero avatar -It supports battle system with escape system (also good for creating custom dialogs) including HP management -enemy avatar -ogg and was music play as background music per rooms and battles -teleportation -item usage, and item existence based teleportation -gameover/happy game-end -linux, and windows executables -android apk (you must edit the files into it), -its free. download: http://VisualNovelEngine.tk
  3. ,,80-120''   imho thats okay, but dont put too much randomness, the battle itself should be calculable.
  4. the only tactical rpg i played was bahamoot lagoon. it was created me a feeling like playing star trek in a fantasy world. in tactical rpg-s, the battle is the main focus. a battle easily can take hours. i would not waste my time on exploring worlds in tactical rpg-s. basically the majority of people play(ed) tactical rpg-s with a different mindset compared to generic jrpg-s.  of course as a programmer, you are making an rpg in the style you want, and maybe combining the generic world exploration with tactical battle system will be very popular, but who knows, traditional rpgs - especially tactical rpg-s - are very much died out, so investing this much effort into programming, when it possibly never returns, well, that needs a big time sacrafice.   [youtube]https://www.youtube.com/watch?v=lruBb5M0fTY[/youtube]
  5. tcp will be okay, becuse nowdays a lot of providers and routers simply filter the udp out. 
  6.  linux (but its not in the list)
  7. what you pay model, nice - i suggest you to accept dogecoins too. 
  8. update: now the software can be payed with dogecoins
  9. C - as one of the most popular language in the universe - will be good for you at any production level, but you must find your own favorit programming language to work. 
  10. yeah, just copy it to your code, maybe it will help
  11. the drivers usually have very serious issues managing opengl contexts. i suggest not to do it.
  12. i personally always excluded to even use battle equipments at all, becouse it made the things too more complex also for the programmers and the players. in your practicular case, when the heros dont need to shoot kame hame has, and dont have such special abilities, it can work, becouse it can make the things easyer and simplier. 
  13. code from my previous engine
  14. also, another interesting thing from most x86 cpu-s: multipling a float number with integer is faster than multipling two floats. 
  15. i dont suggest you to use SSE manually. i experimented it with a bit, i was able to do faster code after a bit of trying than the original on my computer. HOWEVER, after i tryed it on a different cpu, the sse code was far slower on different cpu. so its not really worth - you should do algorithmical optimizations instead.