• Announcements

    • khawk

      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.

SuperJman

Members
  • Content count

    30
  • Joined

  • Last visited

Community Reputation

177 Neutral

About SuperJman

  • Rank
    Member
  1. Alright, I'm going to give you some advice I wish I had gotten when I was your age.   Just make something.   There are really two paths you can go down. One path is straight into 3D as you said you wanted to do. This is an awful idea. You're twelve, so that puts you in 7th grade I believe. This means that you probably have a decent understanding of basic algebra (which will also help you understand programming better, yes math is useful). Let me ask you this:   If you wanted to be an astronaut and plan a mission to Mars some day, would you jump into all the complex physics, calculus, etc. required to calculate the trip today? Or would you not continue with your current math education and study throughout highschool, college, and perhaps graduate school and beyond before attempting to make the trip?   I ask this because right now you are the twelve-year-old astronaut who wants to make it to Mars all by himself. I want you to know that at one point this was me too.   I got into programming at around the same age as you and I can honestly say that since then I have learned a lot about game development and programming, but have hardly anything to show for it. If you were to ask me right now to show you a game I have made in the past 8 years, I really couldn't show you more than a few crappy text-based games, and some 2D prototypes that could hardly be called games. This is because I never finished things. I only dreamed about what I could make if I knew this or that.   So what do I recommend you do? Well for one forget C++. It seams that you don't have much programming experience, so you need to actually get some experience instead of wasting time with all the complex bits of an ancient and often cryptic language like C++. If you want to make a game within a reasonable amount of time learn one of the following:   Python, and then once you understand the basics use PyGame to make a 2D game. JavaScript, and then once you understand the basics use Crafty or CreateJS to make a 2D HTML5 game.   Really I think you could go either way, but both are great choices, and they make it about as easy as it can possibly be to learn programming and make small games fast. Also, the general techniques of game development you'll learn will help you no matter what platform you work on. The structure of a game written in C++ is generally the same one one written in Python, JavaScript or any other language.   Also very important:   Make reachable goals for yourself!   I really can't stress this enough. When you first dig into Python or JavaScript, do not go in hoping to make the next CoD or Halo (hundreds of experts worked on those games)! My recommended learning progression would go something like this: Learn how to write your first "Hello World!" program. (Just putting out text on the screen) Learn programming basics like variables, if statements and while loops, etc. (Very important, make little demos to test your skill) Learn how to store more complex data in things like arrays. (Also critical, keep testing your skills with little programs you make up) Learn about functions, objects and any other things you might see in your basic tutorial series. (Keep up the little programs!) Make a small text-adventure game, like one of those "choose your own adventure" books. Make another small (more complex) text-based game. (Maybe this one has combat?) Finish these games. (It's harder than it sounds, especially if you don't keep things small) Now read some tutorials about Pygame or Crafty or another game library that you want to use. Learn how to put a picture (like a spaceship) on the screen. Figure out how to move it with the arrow keys. Learn how to implement "collision detection", something that stops objects from going through each other like ghosts. Make the little image you control shoot something. Make something that blows up when you shoot it. Keep learning, setting little goals like this for yourself until you've made Asteroids! (Or some other simple game) Now make another, but slightly more complex game. (Mario clone?) Finish these games. (Seriously, it's a skill) Keep making games, and some day you will get into 3D when you feel ready! You don't need to do this all in a day, it will take a lot of practice (just like anything else) to really understand how things work. The key thing here is that you'll be making games! By the time you do get to 3D programming (if you're even interested in it by then), you'll have a whole bunch of awesome games to show off to people (it might even help you get a job)! Just keep trucking along, setting small goals that you can accomplish and feel good about.   If you take at least a bit of this to heart I guarantee you'll have 10x as much to show off when you're my age, and you'll have learned a lot more too.   Best of wishes!
  2. Hello everyone, and welcome to the very first development article for Ironbane. I'm the content and game designer for Ironbane, and I'll be keeping you informed on the progress of Ironbane's development. As of now I am planning to post a new article biweekly, so keep an eye on Ironbane's homepage or GameDev for the latest news. You can also find me and the other developers of Ironbane on the public forums. If you have any comments, questions, or simply want to chat, sign up and give the forums a go! The History of Ironbane As many (not so many) of you might know, Ironbane has been in development for quite some time now. The original project, titled "Nickotopia", started back in 2006 as what Nick calls "a modest PHP exercise". Nick is the lead developer of Ironbane and has been since its conception. He invited me onto the project about three months ago, and I have been lending my hand in design and a little bit of everything ever since. From it's beginnings to the present, Ironbane has evolved through countless gameplay and code iterations, and for anyone who's stuck around with the project this is quite apparent. Originally Ironbane was meant to be a two-dimentional top-down MMORPG, with standard MMO features and a retro-inspired art theme. While the art style has stayed the same, the vision we now have for Ironbane has evolved into an entirely different beast. This brings us to the first major announcement that we wanted to make to our community, or anyone interested in the project. Going 3D Yes that's right, after thinking it over we have decided that in the interest of making Ironbane as awesome and enjoyable of a game as possible, we will be entering the third-dimension. Now, what does this mean for Ironbane and for you as players? Well most importantly this means that you will be playing from a third-person perspective, using the "WASD" keys to navigate around the world (or the "ZQSD" keys for you AZERTY keyboard users). Although many aspects of the game are bound to change from now until beta, the current movement scheme we are using is similar to Sonic Robo Blast 2. This means that you'll be using "W" and "S" to move forward and backwards, and the "A" and "D" keys to turn left and right. When we first thought about how we could deliver an amazing experience by going 3D we had actually intended to design the game in a first-person perspective. However, because of the current limitations of JavaScript and WebGL (our primary development technology), there is no way to provide a satisfying first-person experience. This stems primarily from Javascript's inability to lock your mouse to control the camera. To work around this we would have had to do one of two things; either a) create a way of controlling the camera that didn't involve locking the mouse, or b) make users download a plug-in that provided the functionality of mouse-locking. Both of these methods were undesirable to us, as controlling the camera without mouse lock felt very strange and unnatural, and we wanted to keep players from having to download anything. With the goal of giving the players a satisfying, intuitive experience and letting them have that experience on any computer with an internet connection, we decided to explore other options. This is what lead us to the third-person perspective that Ironbane sports today. With a third-person perspective you will be able to move around the world in a very familiar fashion. This is good, as we want players to feel at home when they hop into the game, and having an intuitive control system and interface is the first step to providing just that. Accessing the interface will be very similar to other MMOs, but we have made sure to keep everything extremely streamlined and understandable this time around. Although the new interface has not been implemented into Ironbane yet Jorge Avila, our GUI designer, has been creating some really promising looking demos that we hope to be showing you soon. Ready? Set? Action! Okay, we talked about how we're changing Ironbane and the decisions behind that, but we have yet to explain exactly how this is going to affect the gameplay. First in the list of many significant changes is the transfer from the PHP/jQuery/MySQL client/server model to a WebGL/Node.js system. The most exciting part about this change is that it allows us to update the server in real-time, and provides blazing-fast connections in comparison to what we had before. But what does this really mean? It means that Ironbane is no longer tied down by the non-interactive combat system of the past. Yes, we can now say that Ironbane is a full on action MMO. We believe that MMOs are getting stale these days. In particular, games like World of Warcraft, Star Wars: The Old Republic, Aion, Guild Wars, and many others have worn out the tab-targeting combat system that seems to be plaguing the industry. So we decided that the only way to compete in this saturated market would be to make something truly unique and compelling, an experience that you can't get anywhere else. We've looked around at many other MMOs, and drawn inspiration from what worked well and what didn't. In the end we came to the conclusion that something that supports skill-based action combat would be the most fun, and most innovative direction we could take. If you want a good example of a game out there that does fit the bill, you should take a look at Realm of the Mad God. This little game defies almost all MMO conventions and markets itself as a "Bullet-hell shooter". If you take this game's shoot 'em up combat and put it into the third-dimension, you be starting to get closer to the kind of combat that we have planned for Ironbane. In regards to actual combat mechanics we can't say much yet, but we will have more information for you in future posts. However, we can say that the basic controls will allow for you to use the cursor like a cross-hair to aim your attacks. With the new system you'll be able to actually fire your arrows at a target, and you will need to aim your shots carefully. We're excited at the premise of bringing real action into Ironbane, instead of relying on a random number generator in battles. If all goes well we will be showing you something very soon! Sounds great! So when can I play? This is obviously one of the first things on everyone's mind, and we'd like to take this time to say that we are hard at work. I mean hard. Nick has already been working tirelessly to rewrite the game engine for it's new 3D environment, and we have even decided to search for a second programmer to help speed up the development process. If you have pixel art, or programming skills and want to contribute to the project I highly suggest you contact us by email at [email="support@Ironbane.com"]support@Ironbane.com[/email], or check out our help wanted post right here on GameDev. With that said, we can not honestly give you an accurate date on when you might get to play besides giving you the good old "when it's done" routine. However, we hope to get the community involved early to help us play-test the game, and make it as polished and fun as we can. You will be hearing from us as soon as we've decided opened up the game to testers, so visit back often for updates on our progress. You can also follow us on twitter now for frequent development updates. I hope you are all looking forward to Ironbane as much as we are, and we will be working as hard as we can to give you something that you'll love to play as much as us. Until next time, continue to spread the word about Ironbane and help us grow our community. Thanks for your time! ~Team Ironbane
  3. [quote name='hplus0603' timestamp='1321689157' post='4885545'] It is a textbook. It will give you a pretty good fundamental understanding of the various concepts involved -- anything from dealing with network loss, to lag compensation, to clock management, to the difference between state replication versus RPC. Those are basic principles of network programming, kind-of how threads, locking, pipes and shared memory are fundamental principles of multiprocessing operating systems. The specifics of how you deal with threads and locks (or sockets) may vary between APIs, but the fundamental abilities and limitations do not change. So -- if you want a cookbook for "how to build a multiplayer game using today's hot technology" that talks about one specific way of doing something, then this is not the book. Even after reading this book, you probably also need to learn some particular socket API (Berkeley sockets/select, boost::asio, C# System.Net, Java aio, or some other API based on what your language/environment is) [/quote] Ahhh, yes after doing a little bit more research in network programming your advice makes a lot more sense (I lacked a basic understanding of how these things are connected). I'll take a look at the book and dig into some boost::asio tutorials then. Thanks for all the help!
  4. [color="#1C2837"][size="2"][quote]actually the relevant technologies for multiplayer games haven't changed much since the early 90's mostly it's just wireless that became more popular and internet got faster, but from the programmer's perspective none of that really matters unless you're writing drivers.[/quote][/size][/color] [size="2"][color="#1c2837"]Yes, a lot of the reviews said that, but at the same time the reviews said that a lot of the content in the book was pure theory, and that it's not really going to help you out unless you have a background in network programming, which I don't know much about.[/color][/size]
  5. Hmm, "[color=#1C2837][size=2]networked virtual environments" seems like a pretty good candidate, but it was written in 1999. Technology has changed a whole lot since then, is it even still applicable for modern usage? I'll assume it is but still, if anyone has any more ideas I would greatly appreciate it![/size][/color]
  6. Hello GameDev, It's been a while but I'm back with bigger aspirations than ever. I've recently devoured "Absolute C++" by Savitch, and I feel like I have a pretty intermediate grasp of C++ and programming in general. So I wanted to jump off into something a little more complicated, I chose multiplayer game programming. The articles listed in the FAQs for this form are great and all, but I'm more of a book person. So, I was wondering if there are any definitive multiplayer game programming books out there that I really wouldn't want to miss. P.S. Multiplayer Game Programming by Todd Barron doesn't look half bad, but I'm still not sure. Thanks for the help! ~SuperJman
  7. Thank you very much everyone! alvaro I understand that PHP and AJAX are not excluding alternatives, but I was attempting to make a distinction between a website lacking any AJAX and a website that is fleshed out with AJAX. Regardless, thank you again for your information. In light of it all I'm probably going to keep away from AJAX and save some time.
  8. Hello everyone, So here is the situation: I'm building a website that does NOT strictly require any features from AJAX. By this I mean that, minus the luxury of a more dynamic user experience, AJAX does nothing to significantly change my site. However, I've been diving into AJAX recently, and I'm wondering if you guys think it is worth the effort to learn/implement AJAX from strictly a performance standpoint. I've read many different opinions and just wanted a few more to make a decision. Most importantly: Will bandwidth use be significantly impacted by AJAX? Thanks for any information, ~ SuperJman P.S. Happy holidays gamedev!
  9. Sorry for the double post, can I do this? I found out the problem, on this line: for($truey = $playery+$ystart; $truey<=$playery-$ystart; $truey--) { the $truey<=$playery should be $truey>=$playery. It works fine now, thank you so much for the help, ~ Jakob
  10. I tried the same thing with "for" loops but that did not work either and yes I did know the loop only works once I was asking how to fix that. Your code does not seem to be doing the trick for me though but thank you for the condensation I had a feeling it could all be done a little easier. Have you tried the code you made pedrosorio? just wondering if it was me or the code. Thanks for the help, ~Jakob P.S. on the line that says: for($truex = $playerx-$xstart; $truex<=playerx+$xstart; $truex++) { you missed the $ before playerx, it still does not work with that changed though.
  11. Hello, I have been trying recently to put together a program in PHP that can essentially find a specified amount of coordinates around the players coordinate (drawn from the database). So for instance if you wanted to load a 5x5 grid of coordinates (eventually graphical tiles) you could use this program, although the database has not been connected to this program yet so the player coordinates are defined by the program for now. Here is the source: <?php $playerx = 20;//later these coordinates will be taken out of the DB. $playery = 20;//^above^ $xstart = 4;//distance of the farthest x point from the player(center). $ystart = 4;//distance of the farthest y point from the player(center). $xlength = 9;//length of the x axis side. $ylength = 9;//length of the y axis side. $truex = $playerx - $xstart;//truex is the actual coordinate on the x axis farthest away from the player that will be shown as a tile. $truey = $playery + $ystart;//truey is the actual coordinate on the y axis farthest away from the player that will be shown as a tile. //truey is different from truex because we want to start with the uppermost tiles so we add to the players y coordinate, //while as truex finds the left most coordinate and with both truex and truey we get the top left most corner of the grid. $truelengthx = $truex + $xlength - 1;//truelengthx represents the other point on the x axis that is farthest away. $truelengthy = $truey - $ylength + 1;//truelengthy represents the other point on the y axis that is farthest away. // while ($truey>=$truelengthy)//loop that goes until truey is less or equal to truelengthy, this loop is being used to lower the y coordinate number by one every time the loop goes through. { while ($truex<=$truelengthx)//loop in the loop that goes until is more or equal to truelengthx, it outputs all of the changes in x at the same time. { echo "[$truex,$truey]";//outputs the coordinates. $truex++; } $truey--;//takes one from truey and restarts the loop. } ?> With the current values in the variables you get this for output: [16,24][17,24][18,24][19,24][20,24][21,24][22,24][23,24][24,24] However, I think it's the y loop is not working for me. I am trying to get the code to keep looping so after the x loop is done it outputs the coordinates like above and then subtracts one from the y and starts the loop over until the y loop is done. So if done correctly it would look like this: [16,24][17,24][18,24][19,24][20,24][21,24][22,24][23,24][24,24] [16,23][17,23][18,23][19,23][20,23][21,23][22,23][23,23][24,23] [16,22][17,22][18,22][19,22][20,22][21,22][22,22][23,22][24,22] [16,21][17,21][18,21][19,21][20,21][21,21][22,21][23,21][24,21] [16,20][17,20][18,20][19,20][20,20][21,20][22,20][23,20][24,20] [16,19][17,19][18,19][19,19][20,19][21,19][22,19][23,19][24,19] [16,18][17,18][18,18][19,18][20,18][21,18][22,18][23,18][24,18] [16,17][17,17][18,17][19,17][20,17][21,17][22,17][23,17][24,17] [16,16][17,16][18,16][19,16][20,16][21,16][22,16][23,16][24,16] With 20,20 being the player coordinate that we started with and the rest of the points being generated by the loop where you can set the amount of coordinates around the player you want by changing the variables correctly. So why are the loops (or maybe something else) not working? Thanks for your help, ~SuperJman
  12. thanks daviangel that was probably the best link ever! A lot of the people posted comments under the article with their own rig ideas for $800 so their was much to look at. Has anyone hear mad a sub-$1000 gaming PC? Hows it run? What parts did you use? -SuperJman
  13. Well I'm not exactly talking top of the line here I just wanted suggestions on parts for a relatively cheap but fast gaming PC that can play something like COD4 without graphics lag on high graphics settings. I mean I'm not looking to invest that much into today's hardware but I'm just looking for some opinion on cant-go-wrong parts like the 8800 GTX etc. My bottom line is a rig that can play cod4 and other new games at speeds that don't cause frustrating lag (I'm not talking about connection). All that extra $10,000 for barely anything is not what I'm looking into. thanks again, -SuperJman EDIT: Oh, now I see the specs! Thanks I'll look into some of these parts for my rig.
  14. Hey everybody, So for this totally awesome holiday season, I wanted to upgrade my computer and in this case I mean get a new one! I have had the same old piece of crap for about 5 years now and it can not even run the most low spec FPS games out their. I HAVE HAD ENOUGH!!! Seriously I get lag on even the most low of the low spec games! So I have brought it upon myself to get a new gaming computer so I can finally enjoy today's games! But this is where I need your help, I want to make it my-self out of parts off of the internet (yes I know how to do this, just make sure the parts match up, alright?). However I lost my list of parts I had bookmarked on newegg (hooray!) so I'm coming back here to spare me some time. What I want is a processor, motherboard, graphics card etc. NOT including keyboard, mouse, monitor or windows vista for about $600-800 that will play games like Crysis and COD4 flawlessly on max graphics settings. If you want suggest something that breaks the budget but otherwise around $600-800 is good. Oh, and make sure that the site you find the parts on ships to the US much like newegg and the like. Thanks, -SuperJman
  15. Hey again, Wow thanks everyone for the HUGE supply of great books now just as long as these can help me out I'll be happy. Quote:From my experience, "C++ Primer" will be one of the most thorough books you can find (short of Stroustop's). The one problem with it though is that it can be a little hard to get into coming from 0 prior experience. If you read it from cover to cover though, you'll be more than prepared to take on some 2D programming. I am going to pick up this book very soon actually and study my but off. It has been recommend so much here I might as well. Also, I am glad to see this may be a book that will prepare me for 2d programming and if it does not I will come back here with fiery rage! Anyways, Thanks again I'll get started up. I think everyone just about answered all my questions, however, more books never hurt anyone so keep on recommending if you like. I love to EVERYONE'S opinion on starter books, I'll probably make this into a list to give to future newcomers. -SuperJman