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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 mattnenterprise

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  1. I have created a simple android game that I would really like people to try and give me feedback on. I really want opinions on how to improve it, and maybe some ideas for future features. https://play.google.com/store/apps/details?id=com.learncs.donttapthereddot
  2. Checkout my programming blog here http://learncs.us/
  3. I have made a math based app for android to practice. I wanted some input on if any one would play this game.   Here is an image of the game the user is given a grid of numbers. They are given a number to create and an operation. They must use that operation on two numbers from above to create the number assigned. After they create that number the blocks that contain those numbers are gone and all block move down that can move down. Then the the user is assigned a new number to create and a new operation. This repeats until the board is cleared or no moves are possible. The fastest time is only recorded when the board is actually cleared. So would anybody actually play this? Any feedback would be greatly appreciated.
  4. I created a Sudoku game in Java. I currently has 6x6, 9x9 and 12x12 size boards supported. It has a fully functional GUI. Here is a link to youtube to see what it looks like.   https://www.youtube.com/watch?v=vdaze934LeY
  5. I recently made a Connect Four clone in Java using LWJGL. The game also uses the minimax algorithm for AI. The computer is pretty good but it also beatable. I made a video here it is http://www.youtube.com/watch?v=mI9HDFFqyIk&feature=youtu.be  hopefully I can can get some feedback from it. If anyone wants the code just message me and I will sent it to you, just be warned that it is messy in places.
  6. You forgot to initialize rand. you should initialize in every constructor. It should look like this. rand = new Random();
  7. If you are going to be programming games in Java I recommend [url="http://www.lwjgl.org/"]The Lightweight Java Game Library (LWJGL)[/url]. It uses OpenGL for rendering and you can also use OpenAL for audio if you want.
  8. Here is a game that I made using C++. I used SDL and OpenGL as libraries. Give me your opinions of how you like the game and any improvements I could make. [media]http://www.youtube.com/watch?v=18vfp0I_HR4[/media]
  9. I have been programming Connect 4 using Matlab and im using the minimax algorithm and when I play it it blocks be on on the horizontals, and vertical, but when I can when using diagonals it wont block me at all and I have no reason why. Here is my code. [CODE] function [ max ] = maxMove(BoardMax,depthMax,alphaMax,betaMax) %UNTITLED2 Summary of this function goes here % Detailed explanation goes here global bestMove; max = -inf; m = checkForWinner(BoardMax); if(m) max = m; elseif(depthMax >= 5) max = analysis(BoardMax); else %find all legal moves legalMoves = findAllLegalMoves(BoardMax); sizeOf = size(legalMoves,1); %loop through all the moves for i = 1:1:sizeOf %check for winner cMax = BoardMax; if(legalMoves(i,1) == 0) break; end cMax( legalMoves(i,1) , legalMoves(i,2) ) = 2; temp = minMove(cMax,depthMax + 1,alphaMax,betaMax); if(temp > max) max = temp; if(depthMax == 0) bestMove = [legalMoves(i,1),legalMoves(i,2)]; end end if(temp > alphaMax) alphaMax = max; end if(alphaMax > betaMax) max = alphaMax; end end end end [/CODE] [CODE] function [ min ] = minMove(BoardMin,depthMin,alphaMin,betaMin) %UNTITLED3 Summary of this function goes here % Detailed explanation goes here global bestMove;min = inf; m = checkForWinner(BoardMin); if(m) min = m; elseif(depthMin >= 5) min = analysis(BoardMin); else %find all legal moves legalMoves = findAllLegalMoves(BoardMin); sizeOf = size(legalMoves,1); %loop through all the moves for i = 1:1:sizeOf cMin = BoardMin; if(legalMoves(i,1) == 0) break; end cMin(legalMoves(i,1),legalMoves(i,2)) = 1; temp = maxMove(cMin,depthMin + 1,alphaMin,betaMin); if(temp < min) min = temp; if(depthMin == 0) bestMove = [legalMoves(i,1),legalMoves(i,2)]; end end if(temp < betaMin) betaMin = min; end if(alphaMin > betaMin) min = betaMin; end end endend [/CODE] [CODE] function [winner] = checkForWinner(Board) global bestMove; winner = 0; % check for vertical win % loop through each column for j = 1:1:7 % check for four together in that column for k = 1:1:3 % if four ones are together the human wins if((Board(k,j) == 1) && (Board(k + 1,j) == 1) && (Board(k+2,j) == 1) && (Board(k+3,j) == 1)) winner = -500000; %else if four twos are together the computer wins elseif((Board(k,j) == 2) && (Board(k + 1,j) == 2) && (Board(k+2,j) == 2) && (Board(k+3,j) == 2)) winner = 500000; end end end % check for horizontal win %loop through each row for i = 1:1:6 for k = 1:1:4 if((Board(i,k) == 1) && (Board(i,k + 1) == 1) && (Board(i,k + 2) == 1) && (Board(i,k + 3) == 1)) winner = -500000; elseif((Board(i,k) == 2) && (Board(i,k + 1) == 2) && (Board(i,k + 2) == 2) && (Board(i,k + 3) == 2)) winner = 500000; end end end % check for diagonal win left top to right down for row = 1:1:3 for column = 1:1:4 if((Board(row,column) == 1) && (Board(row + 1,column + 1) == 1) && (Board(row + 2,column + 2) == 1) && (Board(row + 3,column + 3) == 1)) winner = -500000; elseif((Board(row,column) == 2) && (Board(row + 1,column + 1) == 2) && (Board(row + 2,column + 2) == 2) && (Board(row + 3,column + 3) == 2)) winner = 500000; end end end %check for diagonal win right top to left down for row = 1:1:3 for column = 7:-1:4 if((Board(row,column) == 1) && (Board(row + 1,column - 1) == 1) && (Board(row + 2,column - 2) == 1) && (Board(row + 3,column - 3) == 1)) winner = -500000; elseif((Board(row,column) == 2) && (Board(row + 1,column - 1) == 2) && (Board(row + 2,column - 2) == 2) && (Board(row + 3,column - 3) == 2)) winner = 500000; end end end end[/CODE] This still needs coded [CODE] function [ whoWon ] = analysis(BoardAnalysis) %UNTITLED Summary of this function goes here % Detailed explanation goes here global bestMove; whoWon = 0; end [/CODE] [CODE] function [ coordinates ] = findAllLegalMoves(Board) %UNTITLED4 Summary of this function goes here % Detailed explanation goes here global bestMove; numberOfFutureMoves = 0; coordinates(numberOfFutureMoves + 1,1) = 1; coordinates(numberOfFutureMoves + 1,2) = 1; for i = 1:1:7 for j = 1:1:6 row = 0; if(j == 1) if(Board(j,i) ~= 0) break; end end if(Board(j,i) == 0) if(j == 6) row = j; break; end continue; elseif(Board(j,i) ~= 0) row = j - 1; break; end end if(row ~= 0) numberOfFutureMoves = numberOfFutureMoves + 1; coordinates(numberOfFutureMoves,1) = row; coordinates(numberOfFutureMoves,2) = i; end end coordinates(numberOfFutureMoves + 1,1) = 0; coordinates(numberOfFutureMoves + 1,2) = 0; end [/CODE] And I hope this is enough information. Just ask if more information is needed.
  10. I used Lazy Foo to learn SDL it has great tutorials and you will learn a lot. [url="http://http://lazyfoo.net/SDL_tutorials/index.php"]here[/url] is the link to the site. I didn't use a book to learn any SDL, but I've heard that Focus On SDL is a good book. [url="http://www.amazon.com/Focus-SDL-Game-Development/dp/1592000304"]here[/url] is the link to the book
  11. I was thinking of evolution, and I thought peoples ascents change depending on where they live. Would this be like some sort of proof of evolution? because people are adapting to their environment. I would just like to know what other people think.
  12. Did you make a new project? If you did did you make it a Console Application? Well if you didn't do this go up File->New->Project. Then click on Console Application. Then give the project a name. Then click on ok . Then it will ask you to save. Then you put your code in the main.cpp tab. Then click on Execute->Compile. Then after it compiles click Execute->Run ,and then it should run it. Tell me if something else is wrong, and I will try and help you as much as I can. Thanks, Matt BTW don't forget to make the i in the first for loop equal to 0
  13. It worked fine for me, but in your first for loop you need to initialize i. I made it i = 0, and It worked. I used Microsoft Visual C++ 2008 Express edition to compile it. Could I please know what you are using to compile this, it would help. Thanks, Matt
  14. Thanks for the feedback I really appreciate it!! [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]
  15. I have just finished my first game in C# using XNA. Its a Pong clone so its nothing fancy, but it does have single player and two player. The velocity of the ball also increases every time it is hit by the paddle, but it does have a limit. So [url="http://www.mediafire.com/?vgpd6lte6szdhbd"]here[/url] is were everyone can download it. It is a .zip file, so it will have to be extracted. Just click on setup and it will set it up for you. I would like some comments on it! Thanks, Matt