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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 umen242

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  1. Thanks allot for the help i got it solved i have another question that is related How to detect when object A In point B place  i have object which is moving to points in the screen each time the point ( call it B)  is moving to different place and object A follow its direction .  Im using Linear interpolation and simple pythagoras equation to find the vector to point B what i have problem now is to find the location where object A should stop when it In point B place  point B its just x/y location . point b can be any where on the screen   [attachment=36229:touch.png]    
  2. i dont understand sorry ,..  can you please give more info 
  3. i like to be able to calculate the vector values from object A to destination position. For Example in this image object A to destination B . What will be the x/y positions all the way until it reach distention B. where the x,y origin is in bottom left side     [attachment=36227:vecmove.png]
  4. Hello The character animation in the game vector is amazing . does any body knows how it done? Thanks
  5. Hello all i try to find the right formula to mimic the smooth none grid movement of the stihter io snake  . i can do it manually to save each point the "head" movement  went and do some interpolation in between its body parts but it is very error prone. also i find this : http://www.emanueleferonato.com/2014/06/10/html5-string-avoider-game-made-with-phaser/  which is not working in my case but do show something similar  here is a picture to express what i want to do :    [sharedmedia=core:attachments:33572]     any idea how to do it right ?  Thanks!
  6. Thanks for the replay , but can you please explain more , or can you can you please direct me to some links to explain ?   
  7. Hello all i have object in game which is rotating when i move my joystick , now i need to calculate its movement vector by its rotation  the object always moving forward and controlled by the joystick , the joystick is only setting its direction by degree .  here is the image which illustrate the scene .  i need some formula of the vector which the object will move . [sharedmedia=core:attachments:33561] Thanks      
  8. yes i notice it sometimes above 1 and sometimes below ...  wow .. it is not consist .. 
  9. Ok i think i got this working with your fix  Thanks allot  Also Question while searching about the subject how about checking if point inside triangle using one of those methods here ? http://stackoverflow.com/questions/2049582/how-to-determine-if-a-point-is-in-a-2d-triangle
  10. sorry i misunderstand this wired python syntax ... so how should this: return 1 - xfrac + yfrac <= 1 look like on simple C code ?
  11. Im trying to implement it now , say didn't you meant  Inside calculation for rectangles 2 and 3 ? as it substract from 1 first ?   i have test case im working on on some cases it works in some it doesn't see what i mean :  based on your code example i did :    bool game::insideOfTri(float left, float top, float right, float bottom, float dotx, float doty, bool type) { if (left < right && bottom < top) { float xsize = right - left; float ysize = top - bottom; float dot_lcl_x = dotx - left; float dot_lcl_y = doty - bottom; float dot_lcl_x_f = dot_lcl_x / xsize; float dot_lcl_y_f = dot_lcl_y / ysize; float result = 0; if (type) { result = 1 - (dot_lcl_x_f + dot_lcl_y_f); } else { result = (dot_lcl_x_f + dot_lcl_y_f); } if (result >= 1) { return true; } return false; } using this function : where parameters are :  left : 160.0 right :201.0 top:330.5 bottom:310.0 dotx:160.0 doty:315.0   the result of dot_lcl_x is : 0 which is true the result of dot_lcl_y is 5 which is true  and the expected return from the function is true . but if i continue the calculation in the function  dot_lcl_x_f is 0 and  dot_lcl_y_f is 0.24 so no matter which calculations  if it : result = 1 - (dot_lcl_x_f + dot_lcl_y_f); or  result = (dot_lcl_x_f + dot_lcl_y_f); will give false . which is wrong  so when i calculating rectangle number 2 it gives me false  when i calculating rectangle number 1 the calculation is right and it gives me true . so as you can see the problem is that dotx:160.0 - left : 160.0 = 0 , so it never be above 1    [sharedmedia=core:attachments:33360]
  12. @Alberth Thanks allot ! yo uare helping me allot and i feel i getting there .  Few Things i dont understand . 1. what do you mean :   what is : "w.r.t" ?    2. as i have the points calculated , do i need to set the and calculate the point inside the triangle part of the rectangle ; from world space to local space  what i mean is see the picture  :   [sharedmedia=core:attachments:33336] There is local space of the blue dot , do i need to convert it to local space so it will be relative to its one of the 4 rectangles?  so each time it will be calculated from the rectangles X.Y coordinates ?  and not from the world space ( screen ) coordinates ?   im alittle bit confuse here .. what is the proper way to calculate it . 
  13. @Alberth   Question  im try to implement the method you show me  the problem is that in my case the 0,0 coordinates are from bottom left of the rectangle  the first formula (x/x_size) + (y/y_size) working great    but the second one with (1-x) doesn't work . how can i change it to work with my coordinates ? also  now i just noticed that i need to reset on each part of the rectangles the x and y position to 0,0 from it world coordinates .. this is way to much work ...   Thanks!
  14. Thanks!! Sorry , in the last explanation i didn't understand what is: c?  what points ? can you please give simple example ?  Thanks again !