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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.

GMaker0507

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  1. I'm making a puzzle game similar to: http://www.addictinggames.com/puzzle-games/jewelanche.jsp However i was curious, if there is an way to make sure i always have a connect-3 or more availabile
  2. Im using Haxe/Flambe for HTML5 Development right now, with FlashDevelop as my ide. Its pretty cool as it can also export to flash. Before such i was using Haxe/NME which can export to mobile and desktop platforms if you have them configured correctly. http://flashdevelop.org https://github.com/aduros/flambe http://www.haxenme.org/
  3. Take a look at [url="http://FGL.com"]http://FGL.com[/url] Its a place for making money off of web game sponsorships and such ( Mostly flash although they support for unity and HTML5 )
  4. I'm trying to do some ellipsoid vs box/ellipsoid intersection in C#. For the box intersection, is it safe to assume i can just: [list][*]Translate the ellipsoid and box, so the ellipsoid is at the origin[*]Scale the ellipsoid and box ( size and position ) by the ellipsoids radii so the ellipsoid has a radius of one[*]Handle it like sphere to box intersection[/list] NOTE: nothings rotated, its all axis-aligned As far as ellipsoid v. ellipsoid goes, i'm kinda stumped. Anybody have any links to any articles or code. Thanks in advance
  5. Thanks for the reply's. It might take me some time to understand them both, i might just jump off it for now.
  6. [color="#333333"][size="4"]I need to know how to get the closest point on the surface of an ellipsoid to another point.[/size] [size="4"]I had an idea, but apparently i was wrong, and oversimplfying.[/size] [size="4"]What i did was squash the ellipsoid and point into local space, so the ellispoid is a unit circle centered at the origin[/size] vector3 pointLocalCoord = ( pointOriginal - ellipsoid.origin ) / ellipsoid.radii[size="4"]Then from there, the closest point should be 1 , in the direction of the transformed point from the origin[/size] vector3 closestPointOnEllipsoidLocal = norm ( pointLocalCoord )[size="4"]Then get back into standard space[/size] vector3 closestPointOnEllipsoidWorld = closestPointOnEllipsoidLocal * ellipsoid.radius + ellipsoid.origin[size="4"]But of course, all of this seems not to work.[/size] [size="4"]I'm trying to find the closest point to the center of a box. In this case, the box is stretched out alot along the x-axis. It works if the ellipsoid is directly over the center of the box, but not if the ellipsoid is moved . I measured the distance from the point i got using the method above to the center of the box, and it was actually larger than the distance i measured from the bottom point on the box.[/size] [size="4"]I was curious if any body could point me in the direction of some pre-existing code or such; as some of the articles i've tried reading kinda seem a bit troublesome[/size] [/color]
  7. From the album XNA - Super Pong

    The games main menu.
  8. From the album XNA - Super Pong

    Just a screen giving you the jist of the game.
  9. From the album XNA - Super Pong

    A pic of gameplay. The little question mark thing is a powerup.
  10. From the album XNA - Super Pong

    A screen where you can choose some in game options.
  11. I've been fooling around with the Torque2D 30day trial. At first, i was kinda appalled by the fact that it used its own scripting language, but now i'm starting to like it. I also like its behavior support, that you can add behaviors easily to objects. I might fool around with the 3d version later.
  12. I'm making a pong game where you can rotate the paddles. I'm working on the computer AI atm, and i want the computer to know how to rotate to make the ball go in the desired direction. The question is, how do you calculate the normal vector that the paddle will have to reflect the ball off of, in order to make the ball go from traveling in directionA to traveling in directionB
  13. Now that i have finished my other projects, i have started on a new unity game. I'm gonna try and do some 3D Modelling in blender this time, to hopefully make it look a little better. Not gonna say what its gonna be yet I'm trying to get my dodge-ball game sponsored, if it doesn't get any sponsor attention then i will just put it on some unity sites and link to it.
  14. From the album Unity - Dodgeball Training

    Game Over Screen
  15. Okay i have my dodgeball pictures uploaded. The Game still has some polishing to go through but for the most part your seeing what it is. I'm no 3D modeler, so its no the best graphically. Album w/ Images Attached. Ill upload a video to youtube when i finish polishing it.