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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.

X-Shiryu

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  1. My game published on Apps Stores: In Fast Tap Card you must overlap cards, in which the values are next to each other, to use all cards and win a match. Be faster than your opponent! Challenge yourself, from the easiest to the most insane level of difficulty! English and Portuguese. Gameplay: [media]https://www.youtube.com/watch?v=rvdB7ATnGUM[/media]
  2. Cocos2d-x is what you need: C++, Mobile/Desktop support, using VS.   Download the lastest version (3.4) Run the cpp-app-test, from solution. Be amazed with cocos2d-x. Lots of nice features. Can easily convince you   Drawbacks: Getting update regurlarly, documentation is not so good, but:   Start from here for basic overview of Cocos2d-x (More chapters will be added later): http://www.cocos2d-x.org/programmersguide/   From cpp-ap-test, there are many situations, covering a lot of things you will need.
  3. New version.   Added: Chest, animated objects, save points, teleport, map transition, item shop system. Download link in first post.
  4. Description: A simple 2D RPG game (untitled), currently developing the game engine and focusing on gameplay elements.Top down turn-based RPG.Pick a character class.Character level increases: distribution of points between attributes.Unique skills between character classes.Generic abilities for any character class.Quests: Main and Optional.Achievements.Equipment Slots: both hands, helm, armor, gloves, boots and accessories.Affinity Equipment System: To build your gear. (not implemented).Controls: Mouse (required) and Keyboard (shortcut keys to access menus).   Tools/Libraries: C++ (Microsoft Visual Studio 2012) | Boost | DirectX (June 2010 SDK) | FreeType | FreeImage | OpenAL | OGG | Vorbis.   Platforms: Windows.   Languages: English and Portuguese (native).   Links: If you want to test: My Google Drive Link (Just click on File >> Download (11 MB), not need to install!). Any DLL error (ex: d3dx9_43.dll) you will need to install DirectX Redist (2 MB): DirectX Redist Minimal Package.   Contact: [spoiler]Any suggestions, comments or criticism: marcelocontarinisouza@gmail.com[/spoiler]   Screenshots: [spoiler] [/spoiler]
  5. Thanks .   So I think Your Announcement forum is the best place to show projects (even unfinished). My biggest concern was not where to post, but if I could post this kind of project. Developers Journal is a better place to show projects than here in YA? Thought it was just for articles or technical documents.
  6. Hello everyone!   I am developing a RPG in C++ (alone) a while ago and as I have no skills to do graphics and even audio contents, so I'm using image files and audio from other games (most comes from the RPG Maker). What I would know is: At least can I be posting the link to download here? If not what could I do? Is not a commercial game. What I would like is to have some feedback while I'm developing it. Currently, I'm developing the game engine.   Some screenshots: [spoiler] [/spoiler]   Sorry if I posted in the wrong place
  7. Because i'm focusing more on functionalities of controls than graphical aspect, but later i can add a sprite and render it textured. [url=http://postimage.org/][/url]  
  8. Yeah, i just tried using Triangle List and worked.   Using indices like this: 0 1 2   0 2 3   0 3 4  ..., i can simulate a Triangle Fan and fill circle, but uses more indices. [url=http://postimage.org/image/lp8wt7ex7/][/url]
  9. I'm implementing some controls for my GUI system, and now its time to do a RadioButton class, whereas I'll not using textures, but pure primitive shapes.   Its very simple: what I'll do is render a unfilled external circle and if RadioButton is clicked/checked, will be rendered a filled one inside.   Since Triangle Fan is marked as deprecated for D3D10+, can achieve it using Triangle Strips? Model circle; float position_x = 50; float position_y = 350; float radius_x = 30; float radius_y = 30; const int degrees = 360; const float degrees_to_radians = 3.14159265f / 180.0f; circle.ResizeVertices(degrees); //Direct3D Triangle Strip //circle.SetPrimitiveType(TriangleStrip); //Direct3D Line Strip circle.SetPrimitiveType(LineStrip); circle.SetPrimitiveCount(circle.GetVertexTotal() - 1); for (int i = 0; i < degrees; i++) {     const float rad = i * degrees_to_radians;     circle.SetVertexPosition(i,position_x + (cos(rad) * radius_x),position_y + (sin(rad) * radius_y));     circle.SetVertexColor(i,Color::Black); }   Using LineStrip top result and TriangleStrip bottom result: [url=http://postimage.org/][/url]
  10. Using Effect FW i could use methods to pass data to shader using a string as handle: MyEffect->SetFloat("my_var",1.0f); So what i doing now is: call D3DCompile to fill my ID3DBlob with compiled data. call CreateVertexShader to create it by passing ID3DBlob above. and for Constant Table i call D3DXGetShaderConstantTable passing ID3DBlob above. Problem here: D3DX call.   Now that D3DX library is deprecated for next DirectX updates, can i still use ID3DXConstantTable and D3DXGetShaderConstantTable? Because i can make the same code like above, working with string handles not with registers directly like this: MyDevice->SetVertexShaderConstantF(0,1.0f,1);
  11. The OpenAL License must be distributed along with final application?
  12. Its Worths using OpenAL, yet? Creative web site is broken, no more updates. I can't even download OpenAL SDK anymore. For Windows OS i'm using XAudio2, but i need an alternate audio library, too. OpenAL its free to use? I couldn't find the license on creative web site. Should worry about it?
  13. I did something similiar what you have proposing to do, but at time i had some issues about Text class, because of some specifics attributes and implementations. Thinking now, i can solve some problems, for example, implementing SetText for preparing data of model object, and passing that object for Video class to render. Implementing this way, can solve most of problems: dependency, virtual methods, and separated implementation for each type. Concentrated implementation i think will more easy to make some 'Sprite' (now treated as Model) Batch by texture. So now i can have class Model like this. [CODE] class Model { private: vector<Position> position; // x y vector<Position> text_cord; // u v vector<Color> color; Texture* texture; //Or make some Vertex class with each of this attributes and create vector<Vertex> object here } class Text { private: Model model; Font* font; //Font class have pointer for Texture void SetText( String text ) { //acesssing object model atributes for preparing data to pass to vertex buffer in future, //based on each char of text } const Model& GetModel(); //to pass to Video } //So in my Video (or Render) class everything will be handled like a model class Video { private: vector<Model*> models; //Reference of all models objects to be rendered public: void AddToDraw(const Model& model) //Or simply call this 'Draw' not 'AddToDraw' { this->push_back(model); } //At end of loop i call void Render() { //1º >> Calculate the size of Vertex e Index Buffer here(i using one BIG dynamic for both) based on size of Models //check for current size, if necessary recreate Vertex Buffer and Index Buffer with incresed size - One time by Loop //2º >> Pass geometry data to Vertex and Index Buffer using Lock in both - One time by Loop //there is some problem locking both at same time, to iterate over models one time, not two separately for each Buffer? //3º >> The actual code for rendering models: process matrix, check for texture will be used //Vertex Buffer position (SetStreamSource) and Vertex Declaration, shader etc... //Clean Model List for next loop } } int main() { //Loading model geometry while(AppRun) { Video.Draw(model0); Video.Draw(model1); Video.Draw(model2); Video.Draw(model3); .... video.Render(); } } [/CODE]
  14. First thing thanks for feedbacking. My old implementation is based on Video Draw high level things like Sprite,Text(in my case is justificable because of incapsulation of std::string, and some others few atttributes, like bool shadow) and shape (generic class for render 2d geometric things like triangles,rectangles, without texture applied). What i undestand of freakchild comments is: there is no more all of that high level classes for handling in each situation, every drawable object no matter what type of it, will be rendered calling all flexible methods of render class like set vertexbuffer, index, pass geometry data. In that case is very flexible to render an object, but the problem is encapsulation: [CODE] int main() { Sprite my_sprite; while(application_running) { video.Draw(my_sprite); } return 0; } [/CODE] I will have to switch to this [CODE] int main() { GenericGeometryClass object; while(application_running) { //Pseudo of drawing object video.SetVertexBuffer(object); video.SetIndexBuffer(object); video.ProcessMatrix(object); video.SetTexture(object); video.SetSomeShader(object); video.DrawIndex(object); ...... } return 0; } [/CODE] or i can back to my old implementation OBS: there is no Renderable interface class; [CODE] class Video { enum EnumVideoObect { Sprite = 1, Text = 2, Shape = 3..... } vector<EnumVideoObject>object_type; vector<void*>object_data; void DrawAll { for (int i =0; i < this->object_type;i++) { if (obhect_type == Sprite) { Sprite* sprite = (Sprite*) this->object_data[i] //Implentation is here setvertexbuffer, index ,etc.... } else if (obhect_type == Text) { ..... } } } } [/CODE] Maybe i can go back the implementation or try using template?