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doomtoo

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About doomtoo

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  1. doomtoo

    Future of Gaming

    I do agree that using Voxels in bigger games will be awesome. Or in a minecraft like game I saw recently- they are using something more complicated- basically smoothed voxels- to have the ability to remove a voxel, but the underlying surface is smoothed relative to the pieces left, rather than just cubes. And you can't really get more accurate than making things out of "atoms". Of course, in the humble indie bundle 'Voxatron', which had relatively large voxels, was a little taxing to run because of simulating all of them. But it really shows potential for the future of games using voxels
  2. doomtoo

    Concept Art with Photoshop - Characters

    This is super awesome!!! I would have liked to have seen how the also come up with the character designs- do they use a mood boards, and general descriptions, search google images and istockphoto for references, or base it on something else? Excellent idea, and it was very enlightening to see the process of adding shading and color! I haven't done multiple colors on overlays before, but now it obviously makes sense.
  3. I have two+ different textures being rendered onto of other ones, but they don't "blend" correctly, and put in 1-2px "stitch marks" at the edges of the texture. I tried putting them together from their loaded files in Photoshop, and the dark edges aren't there, so it has to be something between loading the textures, or displaying them. Even moving parts to completely on top of other parts, they still show dark edges (such as the shoulder and the neck area above). Are there any blending options I could change to allow it to blend edges better, or something else that would need to be changed? Thanks!
  4. [color="#333333"] I've finished the initial version of the game my girlfriend and I have been working on. I've wanted to transition from flash to android for awhile, and very happy to have found LibGDX, it made the transition much less painful! Game Info: Game Type: Girl Dress Up game (similar to a Barbie) Audience: Primarily girls- and probably younger girls Main Game Play Mode: Customizing a girl 'avatar', changing the skin, eye and hair color, choosing different styles for hair and eyes, several different outfits, tops and bottoms, shoes and accessories. Future Updates: Animations, more items, maybe different ad network [color="#333333"]If you guys could try it and let me know what you think of it so far that would be great. [color="#333333"]Game Website [color="#333333"]http://www.ackmi.com [color="#333333"] https://market.andro...e=search_result [attachment=4243:img.jpg]
  5. doomtoo

    Duplicate

    [color="#333333"]Duplicate
  6. doomtoo

    3ds Max 2012 Review

    Looks very cool! I'll have to play around with the demo version.I hadn't even realized they released 2012 version.
  7. I need to keep track of where someone is in a level, and display the appropriate thing for if certain criteria are met. So instance if someone has started the game, (so I have a overall game state==playing), but I need to display messages when they first kill their first enemy, before their first "jump", after hitting a specific bue turtle in level 5 for the first time- what is the best way to keep track of that "state" from a game programming perspective? Before I used stuff so that they have states that build on each other- when they finish one thing, it looks to see if they completed the next thing, to decide what to display.... It gets kind of convoluted though - such as "display help text if player.x> screenWidth*2" "if previous state is state 1, new state is state 2, if player talk to wizard, show textbox(wizard intro)", ect. If someone understands, how do you keep track of more in detail states within the game without it becoming terribly convoluted?
  8. [font=verdana, sans-serif][size=2]Hey, I've been working on a set of tutorials for my girlfriend, and any other beginners to programming, to learn the basics and be able to jump into other tutorials. They are for programming in Flash/Actionscript, but a lot of the ideas can work for any language, once you know the basics. Check them out, let me know if I missed any big concepts- I tried to create them based on what someone would need to know at the very beginning, until they are ready to start basic games. The sections are: Part 1: Intro­duc­tion to Flash Game Pro­gram­ming and Use­ful Terms Part 2: Down­load­ing and Set­ting Up FlashDe­velop and Com­pil­ing Your First Program Part 3: Basic Pro­gram­ming Concepts-Variables Part 4: Basic Pro­gram­ming Concepts-Arrays Part 5: Basic Pro­gram­ming Concepts-Loops Part 6: Basic Pro­gram­ming Concepts-Functions Part 7: Basic Pro­gram­ming Concepts-Classes and Objects Part 8: Basic Pro­gram­ming Concepts-Classes-Inheritance Part 9: Vec­tor Drawing Part 10: Input and Event Handling Going to later on throw simple 'game demos' into each one, where it can actually work, and spice them up a bit more, but the content will probably be the same. [/font] [font=verdana, sans-serif][size=2] [/font] [font=verdana, sans-serif][size=2]They don't cover every aspect of programming, but more of an overview of useful concepts, and things someone will need to start programming basic games. [url="http://chrismweb.com/2011/03/01/beginning-flash-game-programming-and-actionscript-programming-part-1-introduction-to-flash-game-programming-and-useful-terms/"]http://chrismweb.com/2011/03/01/beginning-flash-game-programming-and-actionscript-programming-part-1-introduction-to-flash-game-programming-and-useful-terms/[/url][/font]
  9. [font="verdana, sans-serif"]Hey Guys,[/font] [font="verdana, sans-serif"]Recently one of my favorite actionscript game programming blogs ([/font]http://www.emanueleferonato.com[font="verdana, sans-serif"]) made a post about 'Flash Mind Meld'([/font]flashmindmeld.com[font="verdana, sans-serif"]) - 60 audio clips of flash game developers giving their tips in 60 seconds a piece.[/font] [font="verdana, sans-serif"]I made a summary of what I got from the event after listening to all of them and taking notes. I posted on my blog, but Emanuele actually asked if he could post it as a guest post![/font] [font="verdana, sans-serif"]Check out the summary and leave comments if you have a chance, or listen to what they say directly.[/font] http://www.emanuelef...flash-mindmeld/[font="verdana, sans-serif"] (emanuele's page - I have been reading his site for years!)[/font] [font="verdana, sans-serif"][/font][font="verdana, sans-serif"] [/font]http://chrismweb.com...shmindmeld-com/[font="verdana, sans-serif"] (original post on my site)[/font] [font="verdana, sans-serif"]There's some helpful advice that applies to all game designers, and some of the audio clips are from pretty well known people. Pretty valuable information for less established game developers![/font]
  10. Hey, thanks for checking out the tutorial! Yeah, I wrote the tutorial using blitting instead of using the display list to lead up to more involved games, and also to show how to use that method. I normally use it more because I like being able to quickly control the order of my display objects, and it is supposed to be a lot faster (but probably more so when you get hundreds of bitmaps vs. hundreds of display objects). But for this game using flash, it would be faster to just use flash's display list, and no real advantage to using blitting - it actually takes a lot more time to get it working. I started another tutorial as well on creating the asteroids game using the display list, if you want to check it out: http://chrismweb.com/2011/02/09/creating-an-asteroids-game-using-the-display-list-part-1-creating-the-game-ship-and-keyboard-controls/ I should finish that one too- so people can chose what technique they want to use (since one is faster than the other to get working for some situations - like when you don't have a ton of objects, or need add/remove+ depth sort a lot of objects), but the first part is finished and can be used to go off the next ones. Thanks for checking it out, let me know if you want me to write a tutorial about something, and I'll work on putting up a series using the display list instead of blitting, so both options can be seen.
  11. doomtoo

    ActionScript Vs. Javascript

    I'd recommend starting out in actionscript, and using FlashDevelop (Free and actually much better built than Flash CS3, CS4, CS5, for programming). (javascript is more setup for manipulating a webpage- you can create a game using it, but it's not really streamlined for it) It will also help you to code faster with auto-complete and automatically adding imports as you are coding. I created a tutorial recently showing how to create an asteroids game using flash develop, but took 9 posts total to show all that was involved http://chrismweb.com/2011/01/26/creating-an-asteroids-game-part-1-setting-up-flashdevelop-and-planning/ Also, what I've learned from my experience and trying to save time- plan out ahead of time what you think you'll need and try to estimate how long it will take you. If you just jump into it with a good idea, you'll find yourself re-doing stuff a decent amount of the time. A good book on learning actionscript programming and with some information on planning is: http://www.amazon.com/Real-World-Flash-Game-Development-Practices/dp/024081178X/ref=sr_1_3?ie=UTF8&qid=1298055816&sr=8-3 And a blog I visit a lot, and he has lots of articles on game programming is: http://www.emanueleferonato.com/ I like his site- but I'm trying to provide more articles on fairly complete games, whereas he has a lot of articles on helpful tidbits, and useful smaller articles. Let me know if you have any questions, or want a blog post created about a subject - trying to make more entries to help more people.
  12. Hey, I finished putting together a set of tutorials for creating an asteroids game using the free FlashDvelop IDE. If anyone wanted to check them out and provide feedback, I would appreciate it. The tutorials are how to setup flashdevelop, create a main game loop, use blitting in flash instead of flash's 'display list', and how to program the complete game. Secondly, I added a tutorial for replacing programmed vector graphics with pre-created bitmaps, and how to embed bitmaps in flash. My tutorial site is at: www.chrismweb.com Let me know if you want me to write any tutorials about anything, and I'll attempt to get them up there ASAP.
  13. doomtoo

    [web] FlashDevelop for Flex

    FlashDevelopment is awesome! I've been using it for about a year and a half, and it beats the Flash IDE hands down, and Even flexbuilder for coding normal AS3+ it's free! It does MXML as well, but yeah, flashbuilder is easier to get a layout going quickly- but not fast enough to be worth money for most projects. It just takes an extra second to compile and see where things are at, that I can't justify the price. If you're only needing it for a few projects, download it, try it out, then paste the code into flashdevelop when you have the look down. The code completion and smarter system makes it much faster. To start a new mxml project just go to projects-> new projects, and you can select from as3, flex3/4, and air. Flashbuilder is painfully slow for coding whenever I have to use it after flashdevelop. Flashdevelop: Pros: faster Better for coding Cons: no visual layout before compiling
  14. Do you guys know any good techniques for planning projects in a successful way? One of the books I was reading had some good ideas- basically planning out all the screens in your game, and the classes and attributes in your game that you think you will need. But I am also not sure about how to judge where deadlines will be set and therefore what you can include in the game. Any good methods you use or know of?
  15. doomtoo

    "Simple" 2d box collision

    Thanks! That might be a better way of doing it- I have the tiles drawn in a grid, but I don't store their position in the grid, so that would eliminate needing to do the collision detection :D I have a similar setup with making the player jump/move,- but what I did to keep the "hero" from ending up far away after a collision is when having him move- only increase it from by 1 until you get to the distance you were going to move. If he hits something, then stop him there- which solved one of my problems (going so fast you end up on the wrong side of the tile before you check for collision). Before I was checking the corners.. and center points, which worked the best so far, but still not correctly in all situations. Box2d was working out well, but a bit slow, as well as I couldn't control which objects it was checking- I only want to run the physics simulation for the objects on screen(and I couldn't get it to set the scroll speed the same as the hero speed) This tutorial also seems pretty helpful, but maybe much more than I need :o http://www.metanetsoftware.com/technique.html - for the game n(the physics based ninja game) I've sadly spent way to much time trying to get boxes to collide correctly...
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