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      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.


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About arc4nis

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  1. Update, the trailer for Arcadia Online has been released!
  2. Hello,   I'm the developer of Arcadia Online, a recently released and growing browser based MMORTS.   I'm looking for game portals (or websites) that promote browser based games. However all the websites I've found until now have only the option to upload a Flash game while Arcadia online is written in AJAX and server side PHP/MySQL and has its own server. Only kongregate.com offers an option to serve your game trough an iframe.   Also any other tip on how to promote the game would be welcome.       Here is a screenshots to give you an idea of what the game looks like:  
  3. Here is a little update of the things that have been added to the game in the last few weeks:   - Alliance ranking has been implemented!   - The siege duration timer has been reduced. Previously sieges could last up to 8 days, now a normal siege will last around 2 days. - Various tweaks to the user interface.   - Transferring resources from city to city will be easier with the addition of a drop down menu of all your cities, so you don't have to type the name of the city each time you send resources. - The timing of Gold upkeep payment has been synchronized with the taxation cycle so you don't have to worry about emptying all your Gold reserves and not having enough Gold to pay for the city Gold upkeep as long as your Gold balance is in the positive. - The manage realm list of all your armies and fleets has been improved with the addition of a Go to location to all armies and fleet, so they are easier to find on the map. - If your city has been put under siege you will now receive a message. - Lumber production has been increased since it was a little bit off balance.
  4.   The mouse dragging is a problem with the browser, on Firefox its good enough, while on Chrome its almost seamlessly responsive.   As for the snapshots that would be an interesting thing to see, but there are more important game related changes on which I am working.
  5. A little update, we are having a steady growth in the userbase and the game is starting to come alive, for those of you who have joined from gamedev I would like to hear your opinion on the game.
  6. Yes, I guess it wasnt so clear it would be the name used in game so I changed now the description to Name (used in-game) for future misunderstandings :)
  7. http://www.arcadiaonline.org   Hello,   For years I've been working on a MMORTS and I would like to share with you the release day. As fellow game developers I would be more than happy to hear your opinion about the game.   Arcadia Online is a Massive Multiplayer Online Real Time Strategy played on a browser. The goal is to expand your empire by building cities and conquering other cities. What sets this game apart from other browser based MMORTS games is that everything happens on a huge persistent world map (like Civilization) and the player has full freedom of action. Also formations play a huge roll the outcomes of battles (both ground and sea battles).   Our goal is to have up to 10000 people playing on a single map.   Arcadia Online Trailer   Here are two screenshots of the game during closed beta:         I hope you will join us!
  8. Using timers is the right way to do it. I've never used SDL but you should set up your timer so that you blit your enemy only x times per second. So if you want to blit your enemy 10 times per second (usually timers work in milliseconds, i have no idea how SDL_Timer.h works) you can use something like: [CODE] while (renderloop) { if (timer.time >= 100) { timer.time = timer.time-100; BlitEnemy(); } BlitAllTheRest(); } [/CODE]
  9. It depends on what type of book you have bought, c++ is a vast language with many ways to do the same thing, which is a great thing for an experienced programmer, but a bad thing for someone starting out that can get lost in the vastness that is c++. If its a begginers book that will guide you by the hand trough the simplest program then its a good way to start, but if its not you may consider to try some begginers tutorial that you can find on google. My advice to you is not to try to learn everything about c++, but to focus on understanding the basics of the languge, like functions, variables, constants, files input/output, and leave the advanced concepts like pointers, templates, namespaces, object oriented programming(OOP) for later. For instance I started writing my first serious 3d space shooter game in c++ (with directx7) without knowing anything about templates, namespaces, OOP (I was 14 years old at the time). Also dont expect you will be making 3d games in a few months, its a long learning process but its worth the time investment. After you have learned the basics try to make some simple games like tic tac toe or even pong, simple things that you can show your friends and keep up the motivation (which is the most important thing in my experience). The first result in google for a c++ tutorial is http://www.cplusplus.com/doc/tutorial/ and it seems easy to grasp the basic concepts (use this one rather than the book if the book is too complex). Also you'll need a user friendly programming enviroment, I'll suggest Visual C++ becouse its the one I started with Dont be afraid to seek help with setting up the compiler (that can be the hardest thing for a beginner). Good luck!
  10. Procedural terrain generation is an interesting topic, I'm working on a 2D MMORTS and I used the Square-Diamond Algorithm for terrain creation, I am quite happy with the result. This is a screenshot of the terrain generated for my game. [img]http://i44.tinypic.com/2re639y.gif[/img] This is a great tutorial to understand the algorithm wich is easy to implement once you understand how it works http://gameprogrammer.com/fractal.html
  11. Found the solution, the problem was that the server was still getting the code as text/html , not as true XHTML which is application/xhtml+xml, even though I have specified in the meta tag that it is an application/xhtml+xml. The solution is to first send a header to the server with (if using PHP): header("content-type: application/xhtml+xml");
  12. I'm working on a mmorts for more than a year now, and you need to know alot about programming/HTML etc in order to do it right. I would suggest first making some webpage for learning/fun using PHP/MYSQL/javascript, those are the easiest languages to learn for web developing IMHO. Only after you have a solid grasp of a server side language(PHP), client side (javascript) and database (MYSQL) you can start thinking about "big things" like a mmo. Its a long way to go, and you will need alot of patience... cheers!
  13. Part of my meta tag declaration looks like this: HTML Code: <meta http-equiv='Content-Type' content='text/html;charset=utf-8'/> but when I go to Copy HTML with firebug, I get: HTML Code: <meta http-equiv='Content-Type' content='text/html;charset=utf-8'> without the end tag, and this goes for all the self closing tags "/>". In view source in firefox it shows correctly, but when I try to validate the code with Copy HTML (I need to do this since I'm building a website using AJAX) and then paste it in the W3C Validator I get the error: end tag for "meta" omitted, but OMITTAG NO was specified Is this just a bug that I should not worry about, or is my HMTL really bad? Maybe becouse I'm using UTF-8 and the "/>" gets discarded somehow and trasforms in ">"?
  14. As Dave said, the easy way is to draw it every frame which is performance unwise, the way to go is to render it to a texture only if something changes.
  15. The console in my game is just a textured quad with trasparency (to make it look nice). With D3DXMatrixTranslation I make the quad go up and down. For the text I use Direct3D DrawText function ... I think this is the standard way to create a simple console.