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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 Durfy

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  1. For sure your programmer is able to scale at code level. I'm sure he can figure it out. I dont like the idea of scaling at model level because then you have to make as many models as there are sizes and that makes your package bulky. If your game isn't too graphically intensive scaling at code level shouldn't hinder performance too much. -durfy
  2. I agree with Jpetrie. Thats how I've done it in the past. vector<CSphere> spheres; function CreateSpheres(int count, x, y, xspacing, yspacing) { for (int i = 0; i < count; i++) { spheres.push_back(CSphere(xspacing, yspacing)); x+= xspacing; y+= yspacing; } } something like that should work... Excuse me for any inaccuracies in syntax etc. This is jsut one way of doing it there are many ways. Thats the beauty of programming you control the logic! You can make your spheres as many as big as colorful as you want. It is fascinating. -durfy
  3. I didn't know you could add multiple intializers / operations in a for loop thanks victor :-) Quote: for (a = 0, b = 10; a <= b; a++, b--) Also you could you do multiple checks in the condition? IE a<= b, B==C? or would it be a <= b || b==C ? Or is it not supported... (talking in terms of c++) -durfy
  4. It looks good on a job app :-) Of course it doesn't supplement having years of experience :-). -durfy
  5. I've thought about the array approach to this as well. I like to put everything in classes I kept trying to figure out which class should tell pacman he can't move if theres a wall in front of him unless he moves away from the wall or parallel to it. Thanks, -durfy
  6. Repost this in the beginners forum you will get more replys :-) -durfy
  7. Yeah I got pacman on the screen he can turn walk left right up down ... but my problem was I can't figure out how to do the walls and stuff. I can do collisions/ drawing of pelets as well... i haven't done it yet .. cuz i wanna get my walls up. Thanks. -durfy
  8. For a while there was a thread/tutorial that showed how to make pac man with c++ step by step. Anyone know whatever happend to it? thanks, -durfy
  9. Or you can try putting your exit message outside of the loop. That way it will be executed on program termination :-) -durfy
  10. I used RPGMaker 2000 by don miguel those were the days :-) Also search for Alice it's open source software that we use at my college to teach kids the concepts of programming. It creates the code for you then when you are comfortable you can make changes directly to the code instead of through the GUI.(i think) -durfy
  11. I dont understand the logic of your while loop... You do: while ( choice == 1 && chips != 0) Yet you explicitly check for choices with other #'s. if (choice == 2) { choice = 2; } what is the point of that? if choice is 2 why are u resetting it to 2 again. And also it will never get to that point right? cuz its while condition won't be met if that is true and it will kick out no? I like your idea for the program tho keep up the good work. Thanks, -durfy
  12. OOOH thanks dude. I think i did notice a difference when using one or the other. -durfy
  13. That doesn't make sense to me. My computer usually runs at 2-5 % cpu when i'm surfing the web and chatting... If it uses all of the cpu it can then why am i at 2-5%... Do professional programs have some sort of memory management to keep them from maxing out the cpu or something? THanks, -durfy
  14. The cool thing about algorithms is that once you get the basic ones you can formulate your own (even though it's reinventing the wheel it stimulates brain activity!) -durfy
  15. Thanks Emm. D. I guess I will be picking up python hehe. I know a lot of C++ but I would never go so far as to say I'm a master of it(far from it) I am familiar with java/c# so far as i can understand what other people have written and duplicate / modify it. I'm not good enough to write fully functional (large scale) applications yet. THanks again, -durfy