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AesteroidBlues

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About AesteroidBlues

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  1. AesteroidBlues

    Isometric Hex Picking

    Oh I see what you're doing, I think I was getting confused by all of the variables This method would be great, but I'm afraid I don't know how to transform screen point P into its equivalent point in grid-space. Something tells me it involves matrices I've read quite a bit about mouse maps, unfortunately I'm wary of their performance cost in my development environment (HTML5 with Canvas and Javascript). I'll certainly be experimenting with this method tomorrow but I've had mixed experiences with Canvas' getPixelData() function.
  2. AesteroidBlues

    Isometric Hex Picking

    Ah! That makes quite a bit of sense, however does the assumption that all sides of the hexagon are equidistant from the centerpoint hold when the isometric perspective is applied? This would be correct for an orthographic top-down map, but just eyeballing it with my mouse pointer over the image in the OP, it appears that the "top" and "bottom" of the hex tile are closer than the sides. I could be mistaken though.
  3. Hey everyone, I was wondering if anyone had any suggestions or words of wisdom on how to perform picking on a grid of isometric hexagonal tiles. Something like this: I've read Paul Firth's excellent article on isometric picking on a square-tile map and I was wondering if there was a similar method for hexagons. We're using Javascript on an HTML5 canvas and I'm not sure a system that compares pixel color data (as described on XNA Resources) would be ideal for performance reasons. Thanks for any advice you can give me!
  4. Broadsides: a student game developed in 10 weeks by team Photon Monks http://t.co/qo0Y8DWd
  5. Official Website | 15 Minute Demo with Presentation Hey everyone! My name is Alex and I wanted to announce Broadsides - a game that a few of my classmates and I worked on this year as part of a school project at UC San Diego. The goal of the course is to develop a real time distributed system in the form of a 3D multiplayer game. We chose to make a naval combat game with a simple upgrade mechanic and fast-paced gameplay. We're very happy with the way Broadsides turned out, and I wanted to post it here for others to see. Above is the official website and a link to a presentation of the game (the actual game footage starts at 3:28). If you'd like to play, the game is available for free through the official website, along with instructions. Hope you enjoy
  6. The best kind of problems are optimization problems. It means you've already got something working: http://t.co/YXppqtjV
  7. AesteroidBlues

    Broadsides

    Broadsides is a competitive multiplayer game based around age-of-sail combat and built in ten weeks by a group of students at UC San Diego. http://cse125.ucsd.edu/cse125/2012/cse125g1/
  8. I've got those version control blues http://t.co/R6DTBfTi
  9. AesteroidBlues

    Game Timing

    Thank you for the replies, everyone! That's a good idea, and it's much simpler than the way I was doing it. I'll have to use this method from now on instead of my silly decrementation method. This was more of a general best-practices question than relating to a specific example, but thank you for the explanation regarding the differences This answer touches more on what I was thinking about when I asked the question. I've gotten into the practice of using managers (input manager for handling keyboard events, image manager for asset IO, etc). That got me wondering if people knew of any good patterns or code structures (i.e. timing manager) that would be good for handling cooldowns (or any timing-related problem, like length of time for a camera to pan during a cinematic, or something), and what functions or methods a utility timing class would have.
  10. AesteroidBlues

    Game Timing

    Hi, I'm a student developer and I had a question for everyone regarding the best practices for timing things in-game. Say, for example, that I had a heal button which heals the player-character. There are to be n milliseconds between when the heal button was last pressed, and when it's available to be pressed again. In my last project, I simply created an int for each cooldown effect which gets set to n milliseconds and decremented every tick while it's greater than 0. If it's less than 0, that power is available again. This method, though, makes a lot of assumptions about the clock rate of the computer running the program. Can someone point me toward some reading or explain a better solution for timing things in-game?
  11. The Video Game Development Club at UC San Diego is seeking developers to give talks at our campus location in San Diego, California. If you live in the San Diego area and make video games, we want to hear from you! We are looking for developers who are interested in coming to talk to students about the art and business of making games in the spring and fall quarters. This is a great learning and networking opportunity for students, and a chance for developers to meet some of the people they'll be interviewing in a few years. If you're interested, send an e-mail to vgdc@ucsd.edu
  12. It really depends on the game. Take a game like Planescape: Torment, Charisma and Wisdom are both insanely useful when compared to Strength or Constitution. Unfortunately, games don't always communicate which attributes will be useful for a particular game, so people will play through a whole game missing options they'd otherwise have if they put more points in an attribute they believe to be useless. As for the original topic, I think attributes are useful if you make enough varied situations to reward each type of play style with each attribute. In D&D, all of the attributes are useful at some point or another, and a (good) DM will take a look at what the characters can do and provide situations to play on a character's strengths. As video game designers, we don't have the luxury of seeing what the players are making before we design the game, so we need to make each attribute we include in the game useful. That means if you're making an RPG that has a relatively few number of Charisma checks, I would argue you shouldn't include Charisma as an attribute for your game - it'll just eat up points and frustrate players who were hoping to play a charismatic character. Alternatively, just make an attributeless system. It's been done before, both in the pen and paper world and in video games. Deus Ex is an example of an RPG without attributes - and a pretty successful one at that. Just take the core things your player can do in your game and give them the option to choose which of those things they want to be good at. Don't overcomplicate things if they don't need to be complicated.
  13. AesteroidBlues

    UCSD Video Game Development Club

    Hey everyone, If there are any UC San Diego students on this board or you know one, or even people that live in the area, come on down to the new Video Game Development Club at UCSD! We meet in Pepper Canyon Hall, room 280 from 6pm to 8pm on Tuesdays. People of all skill levels and backgrounds are welcome. Thanks! [Edited by - AesteroidBlues on January 5, 2011 1:55:56 PM]
  14. AesteroidBlues

    Are Built-in Tutorials Good Design?

    Quote:Original post by Programmer16 My main piece of advice: if you use it, make it skippable. After giving it some thought I think this is the best way to go. Since I'm working on a Metroidvania style game, most of the elements of the gameplay should be familiar to a good number of gamers, so having the tutorial in non-linear optional stages is what I'm going to do. Quote:Original post by sunandshadow I find that a good tutorial is often the most fun part of a game, because you are experimenting with a new gameplay element, not just doing the same old thing I like your analogy to Zelda. Once I'm done fleshing out all the power ups and abilities for my game, I'll definitely be thinking about how to implement this. I think Portal did an excellent job of a tutorial stage because the first half of the game was tutorial stages, though very subtly masked. The Valve commentary for Portal was pretty interesting from a design perspective, they talk about design challenges like helping the player understand how portals worked, and how to get them accustomed to new gameplay mechanics as they were introduced. MarkM: I'm not working on an RTS, and I'm not familiar with Battle for Wesnoth, but I'll check it out over the weekend. I can see, though, how making a player do the tutorial for an RTS would be valuable (I play the tutorial stages every time I start an RTS, but then again I'm really bad at that genre,) and I agree with you that having a tutorial be a valuable scenario to play through can be interesting - though sometimes they introduce so much story in the tutorial stage that it gets back to what what Khaiy was saying about cut scenes and forcing the story into the early stages of the game. It's just not a very good way to draw people in on a more linear, story-based game type.
  15. AesteroidBlues

    Are Built-in Tutorials Good Design?

    Quote:Original post by Talroth If I can't skip it, then the tutorial should be fun or interesting, even if I already know how to play. It's funny, the moment I read that I thought of the tutorial for Mirror's Edge. I've got most of the achievements for it and I still play the tutorial when I start a new game, it's just fun. I totally agree about Black and White, that was arduous. Quote:Original post by Khaiy I find nothing so frustrating in a game as being forced to do something other than play it. And cramming in cut scenes and locking out features fit into this category for me too. I find cut scenes in general to be unnecessary for a lot of modern games, I just don't have the patience for them anymore. It's especially devious when they put in quick time events to make you feel like you're still playing. Quote:Original post by Tom Sloper Can't you think of any? Really? If not, then just do it. Just trying to stimulate some discussion on the topic, it's something I've seen a lot of mixed reactions over.
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