• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

126 Neutral

About imac2000

  • Rank
  1. well got it working if anyone is have the same trouble, here is a solution it not perfect yet but it may help someone with the same problem   y_offset = Math.round(state.camera_y / state.tile_height); height_offset = Math.round((self.setup.height / state.tile_height) + y_offset) + 1; x_offset = Math.round(state.camera_x / state.tile_width); width_offset = Math.round((self.setup.width / state.tile_width) + x_offset) + 1; if(height_offset > state.map_height) height_offset = state.map_height if(width_offset > state.map_width) width_offset = state.map_width for (var y = y_offset; y < height_offset; y++) { col = state.map_data[y]; for (var x = x_offset; x < width_offset; x++) { color = (state.map_data[y][x]==1)?'#fff':'#000'; self._draw({ type:'rec', x: x * state.tile_width - state.camera_x, y: y * state.tile_height - state.camera_y, width: state.tile_width, height: state.tile_height, fill: color, visible: true },self.ctx); }; };
  2. Hi Palo   thanks I have never heard of lint before will try it out, I will play around with the camera x,y offset values, I am just unsure how exactly I should reduce the map loop.   I have looked into different canvas libs like kinetic limejs and other, but I want to build one so I could understand what was happening under the hood.   currently my lib supports images, sprites animations and simple events   have a look here give it a second or 2 I have added a preloading indicator (click around)   http://code-creative.net/game1/   Thanks again   Ian 
  3. Hi all I have a question about implementing a viewport/camera, I am playing around with the HTML5 canvas and have started to implement a tile engine. At the moment it is massively inefficient, I have a 2d array 100x100 and each frame my code is looping through the whole thing (very bad i know). I would like to use a viewport/camera to determine which area of the area in being view and reduce the rendering loop. here is an example, I haven’t added the camera offset yet because I’m not sure how       for (var y = 0; y < state.map_data.length; y++) {         col = state.map_data[y];         for (var x = 0; x < col.length; x++) {             color = (state.map_data[y][x]==1)?'#fff':'#000';                         self._draw({                 type:'rec',                 x: x * state.tile_width,                 y: y * state.tile_height,                 width: state.tile_width,                 height: state.tile_height,                 fill: color,                 visible: true             },self.ctx);         };     };   here is a link to it http://code-creative.net/game_test/map.html if anyone could give me some advice or point me in right direction that would be great.   Thanks   Ian
  4. I use sublime text 2, it has great code complete and zen coding which is nice for html.   there are tools to test in multiple browsers like    https://browserlab.adobe.com/en-us/index.html#   I have to admit I haven't used any i just have chrome and ie open all the time while I've working, I trend to get stuff running in chrome and work backwards to get IE running.
  5. Hi there I have been playing around with OpenAL and positional sound, I am using corona sdk is there are way to make sound, sound like it is coming from behind a player, if for example if I have a sound positioned at x:0 and y:10 or x:0 and y:-10 the sound balance through each of the speakers seems to be the same. can anyone suggest how I can get a better way to get a better sense of where the sound is emanating from. Thank you for your help Mac
  6. Thanks for replying Your right it’s not the learning the code that’s the problem. I have just had a heap of trouble with the sprite handling class which the book uses. It looks like I was trying to find an easy way out by blaming the book. Thanks for your advice. Ian Mac : )
  7. HI there It my first Post. I need your advice about java for games Dev. I have been programming for about 5 year mainly VB, web based scripting languages and Database stuff. I have also produced a game for the GBA using the HAM IDE in C and had a lot of fun doing that. But C was a little frustrating so I thought I would give java a try. I got a simple Java in 24 hours and got start on so simple apps. After that I found a book on Amazon call the black art of java game development or something like but I didn’t check the published date and found out it was printed in 1996 GUTTED. I know that the book will be useful in the sense of OOP principles but would I wasting my time learning some archaic code? If so could you recommend a good book, that wasn’t written at the beginning of time. Thanks Ian Mac