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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 mickeyren

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  1. [quote name='fastcall22' timestamp='1338413370' post='4944786'] Traverse a cell in each floating island (by marking each cell) and its neighbors to determine which group of cells a floating cell belongs to. [/quote] Thanks for your thoughts! Didn't though of it that way. But this last line im not sure what the goal is?
  2. so i figured out a way to calculate the connected colors from some folks who help me from my other thread - [url="http://www.gamedev.net/topic/625393-data-structure-used-for-snood/"]http://www.gamedev.n...used-for-snood/[/url] ie, checking the sides on a jagged array. now the next difficult part is checking if the objects should fall - so on this screenshot [url="http://d.pr/i/uxhg"]http://d.pr/i/uxhg[/url] color index 40 and all other colors beneath it should fall because its not hanging to anything anymore. the game's data is represented with an array, and those numbers are their index numbers. from this array arrangement: [CODE] A B C D E F G H I[/CODE] If E is what we're checking for - then i will only check for existing objects in B, C, D and F. Unfortunately its not that easy. in my screenshot, I will discover 40 and 58 will have no more connection but all the rest will fail since they have connection from their sides - both 75 and 76 is connected to each other from their sides.
  3. thank you so much i think these information concludes my inquiring thoughts.
  4. guys thanks for the hints - but i may need some more elaboration. the thing i couldn't figure out is since Snood has its balls lined up diagonally in an alternate manner, can you guys explain some more how a simple 2d array would do? fastcall22: can you also elaborate some more on the "jagged", like how do i figure out the connecting balls?
  5. Is it a graph? Im wondering what the data structure used to hold the data that represents the balls. Perhaps a 2d array would do?
  6. I'm searching the net for tilesets and sometimes i would stumble into a tileset that looks like this - http://opengameart.org/sites/default/files/grassland_tiles.png what i don't understand is why are some images/tiles here are cut in half, and some are whole. Check row 4/5 fences or check the boats further down. Now scroll a little more down and see some of the larger images are whole but the house are cut in pieces.
  7. Quote:Original post by Dunge Well, as I can see you already know how to calculate the player facing vector since the character do turn around. Your staff is already included in the mage picture. I don't understand the question, since you could simply use the same for the fireball and add a short distance? ( FireballSpawnPos = MagePos + FacingVec * DistanceFromMage). thanks guys - that seems to be the formula that I forgot and was looking for! All's well now Merry Christmas!
  8. Hi Please see screen shot - so depending on the mage's position, the staff would be in different direction, angle and position as well.   I would like to emit a fireball from the mage's staff - it seems I'm puzzled as how to calculate the position so the fireball emits correctly from the tip of the staff. Thanks
  9. Hi I have a limited set of nouns, say, "age, height, build, etc". Lets say for instance the text says something like this: "She is fairly young in age, around 5"10 in height and has a thin build". Another sample would be "That person's age is very old, but his height is taller than the other person. When he was young he has a masculine build" Basically I'm trying to detect the adjectives that describes my set of nouns, in this case, I need to pluck these adjectives from the 2 sample texts above: age: young, very old height: 5"10, taller (than the other person) build: thin, masculine I think the thing to figure out here is the adjectives can come before or after the noun, or it can come like 3 words before or 3 words after the noun occured. Also take note that the main thing here is not that adjectives but basically i need to find those words that the user entered that is related to the noun. eg, the user can enter words that are not adjective and I must find a way to detect those too. Appreciate anyone's ideas here. Thanks.
  10. Hi Can you try this: http://www.gokhansemiz.net/miharo/coinsoccer/ Push the coin by using your mouse to make a "stroke" from one initial position towards the coin. You will see a yellow line generated connecting the other 2 coins. The rule is the coin you pushed should pass the yellow line in order to have a legal move. So my question is, what is the easiest way to detect that the coin passes through the line making sure not to miss a collision during a fast fps. Thanks.
  11. Quote:Original post by Sirisian Actually in that source code that function takes 4 points. The two points of the line segment then two points of the ray. The origin then the origin + direction. I have a new version of that source if you want it. My problem earlier was the function parameters wasn't meaningful enough that I would know that the parameter "x1_" would be the ray origin and that the "y1_" would be the direction, so debugging or knowing if the function works for me is a little bit hard, as I try to mix and match my variables with the parameters with no success. Would you give the parameters are more meaningful names please? Quote:(chances are I got a sign wrong way round) Could it be this is the only issue?
  12. Quote:Original post by Bob Janova Find the intersection point of the two full lines, and then determine whether that is on the ray and the segment (i.e. that its distance on the ray is >0 and its distance on the segment is 0>x>length of line). I was hoping for a more detailed explanation. Or perhaps I would appreciate if there's some code posted. Quote:I asked this question a while ago... Actually I stumbled into this one before posting this post. In fact i tried to use the code from http://pastebin.com/f22ec3cf1. I'm not successful. Also you're using 2 rays, i have 1 ray and a line segment and the equations there are confusing. My variables are: 1. 2 vector points that specifies a line segment 2. 1 origin and 1 direction that specifies a ray From these variables how do i check for ray-line intersection? Thanks.
  13. i have an origin and target, that i can use to cast a ray. Then i have 2 points which we can use to draw a line segment. With these information can you show me how i can do a ray to line intersection test that would return true/false. Thanks.
  14. hey guys I have to break this down i'm still stuck. My question is, does the new destination point will ALWAYS be on the sliding plane?
  15. Quote: *Edit* Well, his example is quite different from mine. This is gonna be tough :/ If anybody has any other suggestions along the way. Please feel free! How is it different? it should be the same. A star is a star.