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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.

GameCreator

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  1. Hey all, I have successfully incorporated Steam connectivity in a 3D engine and even made a simple platformer prototype using it (here is me and my friend playing it: https://www.youtube.com/watch?v=eq8jgiNI5SQ).  However, things like prediction and interpolation and the like are above my head.  As such, I'm thinking of taking a step back and making a small turn-based game. The idea is to support a large number of players and to require a small amount of resources.  No giant worlds or dozens of characters or animations or anything.  I can recolor and edit resources though (so I can have different color teams and whatnot). My first thought was a simultaneous board game with some interactivity between players.  I could also do a game like Town of Salem (but different).  Not sure if a multiplayer (3+) card game could be made to work.  Or dominoes.  Games like Master of Magic/Orion/Civ are both beyond my skills and resources. What other turn-based multiplayer games are worth considering?
  2. I'm so glad this thread wasn't locked.  There's a lot of really good reading here for me. As an amateur coder, I tried Unreal because I only know C/C++ and it looked like it would be easier to make a 2.5D platformer with it but the lack of documentation soured the experience.  This motivates me to give Unity a more sincere shot and see how it works out.  I'm using Leadwerks currently and it's a wonderful engine but it would be nice to have access to more features/possibilities.
  3. More accurately, I personally don't have the skill to alter Box2D to meet my requirements.  For example, it naturally isn't built to allow jumps through platforms.  You have to kind of hack it in what is, to me, a convoluted way.  When I first tried to implement Box2D, the character stuck to the sides of walls while you held the left/right arrow keys against them, which shouldn't happen, so you had to work around that.  To me it's just much cleaner to do it from scratch and plan directly for what you need the code to do and you're not fighting an existing library/engine.  Again, I have no problem if someone can do miracles and make it act like Guacamelee but to me (and apparently many successful studios) it doesn't make sense.
  4.   This is pretty much what I had in mind.  Like I think I mentioned, I only need the data handling code of it.  I can put it in the engine I use (Leadwerks).  The coder could use any engine they want to visualize it with.   As I've struggled with modifying existing physics engines to fit and coming up against limitations, I'm not planning on doing that again.  But I wouldn't be opposed to a coder doing it if it gets the results I need.  But I suspect anyone with experience doing this would rather code their own since the pros I mentioned also chose to do this.       This would be pretty ideal too.
  5. Specifically the Guacamelee link I included.  Back in 2013 I contacted Drinkbox, the makers of Guacamelee, about if they use Box2D.  This was their response:     As a small example, I use Leadwerks.  It has a great character controller but it's designed for 3D.  To make it use 2D you need to start jumping through hoops.  Even then, if you run down a slope fast enough, you start bouncing.  Which makes sense as far as real-world physics are concerned but not so much for platformer games.  This is the type of stuff I want to avoid by messing with existing engines/libraries.
  6. Thanks.  Unfortunately, as far as I know, no engine does this in the way I showed above.  The closest I've seen is the Corgi Engine, written exclusively for Unity.  This is the most likely possible alternative short of me trying to code this myself.   And yeah, this wouldn't be cheap though I estimated dozens of hours just based on how long it took me to make a tile-based platformer.
  7. I'm considering hiring a coder and I was wondering what peoples' experiences were with this and what site and/or specific people they could suggest.  Specifically, I'm looking for someone to code a platformer backend/library for me including slopes and character collision.  The most comparable game would be something like Guacamelee [video].  (I've tried physics libraries like Box2D and while I love them, they're not a good fit for this type of gameplay.)   Any suggestions on where to go for this?  Thanks!  
  8. If your goal is just to make a 2d game using C++ but you're still a relative beginner, you may consider using a 2d engine.  This thread asked a similar question and may help: http://gamedev.stackexchange.com/questions/18263/where-do-i-begin-if-i-want-to-write-a-c-2d-game
  9. You were exactly right.  Thank you!  (I'm horrible with pointers and dereferencing and such.)   Funny enough, I fixed that and on one structure it worked but another it didn't.  Couldn't figure it out for a while, until I looked at how I defined the structs.  The IDs were alls... chars.  :blink:  It's a fluke one worked at all.  Switched them to ints and now it works as expected.  Pumped to get some coding done tomorrow.  Thanks again!
  10. I have a simple test program like this which seems to work fine. #include <stdio.h> #include <string.h> #include <stdlib.h> struct datastruct {     int packageID;     int value; } data; void main() {     data.packageID=1;     data.value=5;     void *packet = malloc(sizeof(data));     memcpy(packet, &data, sizeof(data));     printf("%d\n", ((int *)packet)[0]);     printf("%d\n\n", ((int *)packet)[1]);     data.packageID=99999;     data.value=99999;     memcpy(&data, packet, sizeof(data));     printf("%d\n", ((int *)packet)[0]);     printf("%d\n", ((int *)packet)[1]); } But when I try to do similar in my other project, it compiles but crashes.  I send like so... SteamNetworking()->SendP2PPacket(steamuser, &package1, sizeof(package1), k_EP2PSendReliable); Then read like so.     uint32 msgSize = 0;     while(SteamNetworking()->IsP2PPacketAvailable(&msgSize))     {         printf("Packet available...\n");         void *packet = malloc(msgSize);         CSteamID steamIDRemote;         uint32 bytesRead = 0;         if(SteamNetworking()->ReadP2PPacket(&packet, msgSize, &bytesRead, &steamIDRemote))         {             printf("Message size: %d", msgSize); printf("Packet read with ID %d\n", ((int *)packet)[0]); // Crashes on this line             printf("and value %d\n", ((int *)packet)[1]); The program prints out the correct message size but crashes when it gets to the next line.   I'm not sure what I'm doing wrong.  How would I read the two values?  (The eventual goal is to memcpy the packet read into the right struct, depending on the ID.)      
  11. In Ark when you're hungry your health starts dropping and you start getting "dizzy."  But I like the idea of minions not cooperating as well when they're hungry.  Just make sure that you test this and it's not frustrating to the player when they really need their minions.
  12. And a lot of sweat. And blood.  A lot of that too.   Seriously though, following a tutorial or 10 as suggested will give you a much better idea of what you're up against.
  13. That's pretty incredible.  I was around for a few older versions of the site.  Lots of good and helpful people through the years.  And yeah, where has the time gone?  What the hell, time?  Where'd you go?
  14. This might help, though admittedly I didn't browse much yet. http://www.worldofleveldesign.com/ I imagine a lot of your inspiration should also come from games you've played.  I'm thinking along the lines of Skyrim.  There's a lot to learn there by just looking around.
  15. It looks nice.  The only two things that pop out is that the rocks on the side look a little flat or somehow off.  And the few spots that only have one shade of brown could probably use a second as everywhere else is a mixture.  But this is really just nitpicking.