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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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  1. In my game I want the player to shake his phone, at any point during the game, and every shake will result in switching weapons. Example: Player has knife, [shakes phone] and switches to a katana. [CODE] if (accelerometer.x >= 5 || accelerometer.x <= -5 || accelerometer.y >= 5 || accelerometer.y <= -5 || accelerometer.z >= 5 || accelerometer.z <= -5 ) switchWep(); [/CODE] This works, the problem is it has a[color=#FF0000] [b]side effect.[/b][/color]When the player shakes the phone sometimes it switches weapons twice. So I want to limit it so that if there is a big shake the game doesn't switch from weapon 0 to weapon 2. Please help.
  2. [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] I think I found a big problem. I can print now, but not 0s. [CODE].ORIG x3000 LD R2, data5 ; Load the ASCII code AND R0, R2, #0 TRAP x21 data5 .FILL x0030 ; ASCII code x30[/CODE] I can use the same code and print a 1, or any number, but 0 (zero) just does not print. For sure R0 = 0 R2 = ASCII code x0030 My output looks like this: 111111 It should look like: 1011011 It is actually 2 bits shorter which means that the 0s are being ignored. Please help
  3. So I am trying to create a game in assembly just for fun. [color=#FF0000][b]EDIT: Please read my second post, it simplifies my question a lot.[/b][/color] In the game you have an inventory and some items. Must the game is actually finished already, and each subroutine works. However, I am having problems printing to the screen. I have printed to the screen before but it was a pain. I’m trying to create a function (subroutine) to display the binary content of R0 to the console. So I want it to print 1 or 0 for each bit; which will mean something in the game. I start in R0[15]…R0[0] end there. [CODE] PRINT ST R7, PRS7 ST R3, PRS3 ;AND R3, R3, #0 LD R3, MASK LOOP AND R0, R0, R3 BRp CHECK CHECK ADD R0, R0, #1 TRAP x21 BRnzp DOWN ELSE AND R0, R0, #0 TRAP x21 DOWN LD R3, PRS3 LD R7, PRS7 PRS7 .BLKW 1 PRS3 .BLKW 1 MASK .FILL x8000 ; Mask x8000 [/CODE] There has to be an easy way to do this. Please help.
  4. I believe I need to check the values at a different position. Then return the larger of the two but as a position instead of a number. I am confused though.
  5. Hi. I understand recursion is not good for this sort of operation, but I am trying to learn. [b][color=#008000]I want to find the position of the largest int in an array recursively.[/color][/b] myList = {5, 2, 3 , 1, 22, 4, 9} ; [CODE] public int findIndex(int[] myList, int size) { if (size == 1) return size-1; return myList[size-1] > findIndex(myList, size-1) ? size-1 : size ; } [/CODE] My code produces this output: [color=#FF0000]position 6. [/color][color=#000000]Which is wrong.[/color] [color=#000000]How do I do this?[/color]
  6. I don't plan to use the exchangeNodes as much. I was originally thinking ArrayList but it was too slow for the other operations. I could swap the info parts, but I actually need to swap the nodes (might also be good to learn to actually swap the nodes because I need a similar thing for another project, a game involving maple trees). I am trying the trailer / leader approach to swap the nodes but I just ended up creating a queue during execution which is definitely bad since all I wanted was to swap nodes.
  7. Thanks guys! Very insightful. Learned a lot.
  8. I’m trying to exchange the position of two nodes a and b. I have the Node class that helps me create a list. [CODE] class Node { E info; Node next; Node (E x) { next = null; info = x; } } [/CODE] Then I have class List. [CODE] public class List<E> { private Node headNode; // some methods like addToList(). They work. // Problem here! public void exchangeNodes(int a, int b) { Node lead = head; while (lead != null) { // here I wrote a bunch of noob code that if you looked at it your eyes would hurt. } } [/CODE] TestClass [CODE] public class TestClass { List myList = new List(); // populating the list with strings. myList.add("a"); myList.add("b"); myList.add("c"); myList.add("d"); myList.add("e"); myList.add("f"); myList.add("g"); myList.exchange(2, 5); // giving it position numbers to exchange. } [/CODE] The big problem is I can't get it to switch the Node's position on the list without destroying Nodes (I lose the reference to pointers when I switch). Clearly Nodes and me don't like each other [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] From the TestClass I want to say exchange what's on position 2 with what is on position 5. Please help.
  9. I am trying to read the inventory for a game in a text file. The inventory looks like this: [CODE] Sword 5 Shield 5 10 Cake Sword 7 Shield 1 5 [/CODE] I need to read from a file and as I'm reading I need to know if the line read was a Sword, Shield or a Cake. Depending on what the item is I will do different things with it. It is important to know the numbers that follow the item. For example, shields have 2 ints, but swords only 1 int. The ints are the stats of the item. [CODE] Scanner read = new Scanner(new File("inventory.txt")) ; while (read.hasNext()) { infile.findInLine("Shield") ; } [/CODE] Please, help me.
  10. I have class A that overwrites toString() [CODE] public class A { public String toString() { return "I am A"; } } [/CODE] I have class B that overwrites toString() but from class A (really weird). [CODE] public abstract class B { private A aObject; public B() { aObject = new A() } public String toString() { return aObject.toString() ; } } [/CODE] Then class C [CODE] public class C extends B { public String toString() { return "I am C " + super.toString(); } } [/CODE] In the tester class I have [CODE] public class Tester { public static void main(String [] args) { C cObj = new C(); B [] bList = { cObj }; for (int i = 0; i < bList.length; i++) { System.out.println( bList[i].toString() ); } } } [/CODE] I want to edit what will be printed. Instead of printing "[color=#008000]I am C[/color][color=#FF0000] I am A[/color]". I only want to print [color=#008000]I am C, [/color][color=#000000]but I don't want to edit Class C's toString because sometimes I do want to print both together. [/color] [color=#000000]Is there a way to downcast or upcast in main to choose what to print from the toString? Or any other way for that matter.[/color] [color=#000000]Please help.[/color]
  11. Thank you very much.
  12. Hi. I have a Point3D class, Shapes abstract class, and a Sphere that extends Shapes. I want Shapes to have a member object from Point3D. [CODE] public class Point3D { private float x, y, z; public Point3D(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } } [/CODE] [CODE] public abstract class Shape { private Point3D point; public Shape() { point = new Point3D() ; } } [/CODE] [CODE] public class Sphere extends Shape { private double radius; public Sphere(float x, float y, float z, float radius) { // How do I pass the x, y ,z values to point3D? } } [/CODE] I want to create the sphere but by making sure that I pass values to the point3D, how do I do it? Also I have a feeling that putting a constructor on an abstract class is wrong. Please help.
  13. The biggest problem is here I think: [CODE] toFile.println(data + "\n" + "testing") ; [/CODE] When I try that the line named testing never jumps to a new line in the txt file.
  14. [quote name='rip-off' timestamp='1329251342' post='4913102'] You could add it back in? Alternatively use a form of input that doesn't try to split the data by newline boundaries. Assuming the printing of the data is for debugging purposes, you could instead write to the file in append mode. Something like this (untested): [code] private void saveFile(String data) throws IOException { PrintWriter writer = new PrintWriter(new FileOutputStream("Output.txt", true)); try { writer.println(data); } finally { writer.close(); } } [/code] [/quote] Hello I tried your code and it gave me this error: Exception in thread "main" java.lang.RuntimeException: Uncompilable source code - Erroneous sym type: saveToFile
  15. If Scanner.nextLine removes line separators, what would fix it?