• 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.

agm_ultimatex

Members
  • Content count

    506
  • Joined

  • Last visited

Community Reputation

191 Neutral

About agm_ultimatex

  • Rank
    Advanced Member
  1. Hi gamedev. I thought I'd ask this question here, feel free to move if you think it belongs elsewhere . Anyways, I'm currently putting together a GDD on a 2d platformer idea i have. A few years ago i built an extremely simple sidescroller in Java. [url="https://github.com/agmcleod/GunzAblazin"]https://github.com/agmcleod/GunzAblazin[/url]. It just has simple movement and floor collision detection (althought running it the other day seemed to prove otherwise on the floor detection). I'm thinking on perhaps re-using some of this code and continuing from there with Slick 2d. However, I'm also intrigued by perhaps developing it to work in the browser using modern javascript and perhaps one of the libraries out there. The benefits here for me would be that I am much more familiar with JavaScript as a language. I am a web developer by profession so languages such as JS and ruby are where I call home. However, I'm wondering if you have any opinions on pros/cons of going the JS route vs a desktop language such as Java (other then stating the obvious that a desktop game coded in Java or C++ would more likely be supported). Or if there are some other frameworks you could recommend. Thanks!
  2. My advice is to go with objective-c. Not only are you more comfortable with it, but it's generally what a lot of the iOS community uses as well. So searching for information, asking questions on stackoverflow might be more relevant to use the language of choice for that platform. The benefits for learning C++ would be if you want to use that language for other projects as well. Such as building a desktop 2d game. Though if you target Mac only, you can build desktop games using objective c as well.
  3. Mac

    Depends on the language or platform. If you want something that can potentially go into the mac app store, then I would say XCode and Objective-C is your friend. Though I believe something like mac ruby will work for that as well. I have mess around with C++ using XCode, which i managed to get a very basic side scroller working just fine. For when I would toy with Java, Eclipse does the job for me. Though I recently started porting a sidescroller (same one i had in C++) from the Java version I had, into JRuby.
  4. Worked like a charm, thanks very much. Really need to brush up on my math to get better at this stuff .
  5. I'm working on getting a grid using hexagons in a honeycomb pattern. Thanks to the work of the previous developer, here's where it stands in terms of layout: http://imgur.com/BBDZB The code is: [code] generateTiles : function(f) { var xyz = [0,0,0]; var radius = 7; var max_out = 14; var deltas = [[1,0,-1],[0,1,-1],[-1,1,0],[-1,0,1],[0,-1,1],[1,-1,0]]; var output = "" for (var i = 0; i < radius; i++) { var x = xyz[0]; var y = xyz[1]-i; var z = xyz[2]+i; for (var j = 0; j < 6; j++) { for (var k = 0; k < i; k++) { x = x+deltas[j][0] y = y+deltas[j][1] z = z+deltas[j][2] f(x,y,z); } } } }, [/code] The f function that is called passes an x and y value for coordinates: [code] var coords = [0,0,0]; this.x = function() { var x = (Math.sqrt(3) * (radius + 1) * (coords[2]/2 + coords[0])); return GridInterface.HexGrid.x_offset + x; }; this.y = function() { var y = (3/2 * (radius + 1) * coords[2]); return GridInterface.HexGrid.y_offset + y; }; [/code] The x/y offset values is the center of the grid. What I want to achieve is to have it work when the hexagons are rotated 30 degrees, so the sides are flat at the top and bottom. When i rotate them now, the points are touching as supposed to being directly side by side. Any suggestions on how i can make this happen would be greatly apprecated.
  6. I know you dont want to ask users to register, but maybe implementing something like OAuth wouldn't be such a bad idea. A lot of people have either facebook or twitter accounts. Can authenticate them through that.
  7. That's pretty cool. I'd love to read a blog post on how you set it up more specifically. The most i've done with websockets is a pub/sub setup where you draw with a pencil tool on the canvas, and release the mouse. The other users connected then see that drawing.
  8. I'm not saying this is solid, but I am working on a browser game using javascript on the front end for reading JSON data returned by the server, and creating the interface with it, primarily using Raphael JS. The only thing I send to a server however is what a user does. So if they click on a target, and what action they choose. The server calculates out all the math and handles that appropriately. Now, I'm sure there are still some vulnerabilities with that, and someone savvy could potentially cheat. Those are things I know I'll have to test and improve over time. But reducing the scope of what data I'll accept and trust helps tremendously.
  9. Art director at my work mostly uses photoshop. I'm not much of a designer myself, but I often do the designs for mobile versions that we do for our clients. I generally just do that using HTML & CSS, maybe using or resizing a logo and an image via pixelmator.
  10. I think your best bet is to show employers what you can do. Start building something in your language of choice, or look to contribute to some open source projects. Skill building on your spare time will not only better prepare you for another job, but you also send the employer some of the stuff you built to show you have the skills they're looking for.
  11. bump.
  12. Hello. Im using raphaeljs to generate 2d svg graphics in a web browser. I currently draw a few ovals, where the x radius is 92% of the y radius. For example, i call the ellipse function of raphael: [code] ellipse(x, y, this.r * 0.92, this.r); [/code] I am then drawing an arc around this oval. The problem is, I can't figure out how best to keep it to the path of the oval. This function works 100% when it's a perfect circle, but otherwise there's a bit of spacing, and it's not aligned correctly. [code] // radius is this.r from above, x & y are same values. The scale is used to draw different sizes of ovals. arc([x-1,y-2], radius, 0, 250, scale); var arc = function(center, radius, startAngle, endAngle, scale) { if(!scale) { scale = 1 } angle = startAngle; coords = toCoords(center, radius, angle, scale); path = "M " + coords[0] + " " + coords[1]; while(angle <= endAngle) { coords = toCoords(center, radius, angle, scale); path += " L " + coords[0] + " " + coords[1]; angle += 1; } return path; } [/code] [code] function toCoords(center, radius, angle, scale) { if(!scale) { scale = 1; } var radians = (angle/180) * Math.PI; var x = center[0] + Math.cos(radians) * radius; var y = center[1] + Math.sin(radians) * radius; return [x, y]; } [/code] Any ideas? Here's an example of what's currently rendering: [url="http://img98.imageshack.us/img98/7863/ovalt.png"]http://img98.imagesh.../7863/ovalt.png[/url]
  13. Quote:Original post by Evil Steve I play Guild Wars a fair bit (Feel free to add "Cyss The Moist" to your friends list if you like), and I'm definitely looking forwards to GW2. I'm also one of the sad individuals who bought Aion just for the shiney /aion emote in Guild Wars, I've not actually installed Aion since I bought it... Quote:Original post by jpetrie I work on it. It's fun.I did not know this. Get me in on the beta when it eventually comes out kplzthx. yeah aion is way too much of a grind, not that great to play.
  14. Just asking, as it always looks quite nice :)
  15. The simplicity of AWT allows you to create things like shapes and a GUI really easily. You still need to the same amount of math and calculations regardless. Slick2d and JME have nice classes you can extend from to get a game going. I think it really is a better idea to dive into one of them sooner than later, to get familiar with the classes and how to use them. There are some decent tutorials out there for getting started with such frameworks. When I was learning SFML with C++, I created a pong clone then. Worked pretty well for me to learn the library.