• 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.

BinaryStorm

Members
  • Content count

    20
  • Joined

  • Last visited

Community Reputation

136 Neutral

About BinaryStorm

  • Rank
    Member
  1. I guess there isn't that much to gain. I just really love using my Lua wrapper class. It has a lot of cool functionality, but it's probably not the tool for this job. Thanks for all the answers.
  2. Didn't think about security. For what it's worth, messages would probably be executed in their own lua states, and I won't even load the standard libraries into those. I use states like that to load data.
  3. It's actually lua, but there's not much difference there.   So I'm making a turned based strategy game and it does a lot of work with lua scripts server side. I created a wrapper class that I really like to use. So far I've been using it to interact with objects in the lua environment and save and load data etc. Then I thought: 'why not just use lua to send data across the network too?'   I figure the biggest bottleneck would be interpreting the code at the client and that doesn't worry since each individual client won't be receiving that many messages.   I know it's more bulky than binary, but it seems pretty convenient. Do you think it'll have a big impact on how many users the server can support? Sorry if this is a dumb question.
  4. @compscialien: I do mostly Java lately but I know c++ as well though I'm probably rusty by now. I don't really mind learning a new language, that'll probably be the least of what I'll need to learn to really contribute any given project. I'll look into those projects and see if there's anything to pique my interest. @_person_: Thats interesting. Truth be told I'm a little afraid of 20 year old c code (It's two years younger than I am lol). I'm pretty interested in networking so a MMORPG might be a good fit. I'll definitely check out that project.
  5. I'm a mostly self taught programmer and I've recently been struck with the inspiration to create something amazing that changes the world. After thinking it over for a moment I realized I can't do it alone so what I want to do is join in an open source project. It doesn't have to be game development. I'm asking here because the community is awesome (though I haven't been in quite some time), and as far as I could tell from snooping around the site sourceforge doesn't have a general forum. So I'm not sure if I should work on a well established project thats been at a commercial level for years or if I should try to get in on the bottom floor of some up and coming project. To be honest the latter sounds better to me. The primary goal here is to learn and expand my skills because truth be told, I've been programming some language or another for a long long time but I have nothing great to show for it, and not so much confidence in my skills. So guys recommend me the most amazing and exciting open source projects you know of or give me hints on finding some leads and picking myself. Thanks. edit: Sorry about that Tom.
  6. *Facepalm* *Facepalm* *Facepalm* *Headdesk* You were right about the endl thing. I really can't believe I didn't catch that on my own.
  7. When I cout<<10.9 + 10.0; I get 20.911. Seriously? Thats horrible accuracy. And when I do the addition in my real code it comes out as 20.913. I was expecting errors to be much much smaller than that. Is there some kind of compiler flag I can set to make it more accurate?
  8. How does isometric 2D graphics compare to full 3D in difficulty / time investment to create, file size, and runtime speed? If your game could possibly be somewhat tile-ish by nature would isometric 2D automatically be the way to go or would there still be a case for full 3D? I don't have much experience with graphics and I'm just trying to figure out which one I'd be best advised to focus on initially. I'm making a game that definitely could be tile based but I'm wondering if I should just take the opportunity to dive into 3D.
  9. Quote:Original post by sunandshadow Another way to get a tragedy would be to have the character do what was true to themselves but get killed by the ruthless world because that wasn't the best choice for survival. Hmm... I suppose I didn't think of that because even in a tragedy I like some of the blame to be on my character. Your way would be more tragic and depressing but I think my way rings a bit truer since when it boils down to it, most of the time we're all partially at fault for what goes wrong in our own lives (even if we're not quick to admit it). Then again if sticking to what I think is realistic lessens the emotional impact of my writing maybe I shouldn't bother? ... Internal conflict... I'm becoming one of my characters... nooo!
  10. Usually when I make a character I decide on a few principles that absolutely define the character, and I never have him stray. When I need the character to develop or I want internal conflict, I come up with another principle that he holds dear and have it start conflicting with his defining principles near the beginning of the story. For a simplified example, (from a work of mine thats not a game) I have a character who starts off caring and peaceful, two believable traits that obviously seem to go hand in hand. The conflict soon however forces him to either be violent to protect the people he cares for or to turn his back on them. His two principles contradict, there are internal conflicts, and eventually the one that wins is the one that has defined him all along. I guess if I were writing a tragedy I'd have his defining principle lose the battle, and have the character lose his very identity (and then I'd probably kill him). Strong principles in my opinion are the key to a good character. You have to make them run as deep as you can, explain them in the backstory, have them apparent in dialog and minor actions etc. If you do that, in my opinion you've got a good character.
  11. If there's no conflict then technically it's a 'character study' and not a story. A game with no central conflict would be a game with no story. It has been done before, like the Sims. Most MMOs also have little to no central story. Instead of a story you'll have to find other ways to keep your player's interest. Any of those scenario's you listed could have conflict, for instance c) could be quite exciting since you don't tell us what happens next; she could sneak in or something but e) sounds most likely to not have conflict at all.
  12. Quote:Original post by PsyberMind Thanks! That did the trick.. Asside from it not updating X and Y, which I fixed by un-defining X and Y from 0 and moving them outside of the main function. Thanks again Just to let you know, setting x and y to zero was actually a good idea (even if only for clarity). You should have put it above the while loop though. As you had it x and y was being set to zero at the beginning of every loop iteration. You didn't have to move them all the way out of the main function you could have put them just below the moveDirection definition.
  13. I'm making a text based MUD and the networking is a bit of a puzzle to me. I'm using winsocks and my first instinct was to make a thread pool so I can handle x amount of users per thread with a maximum of y threads. The idea was to find the most efficient values for those variables later. I thought if, later I determined I wanted 1 user per thread I could just set x to 1 and all would be well. Now I'm thinking I'd be better off just using one thread per user and using blocking calls instead of non-blocking. I figure if I limit the threads to io only I could set the stack size to an extremely small value using the _beginthread() parameter so it won't be much of a waste of memory. If I'm just blocking and waiting for information I figure I can set the the stack size to the maximum size of the data buffer, plus a little extra just to be safe. So my question is is it a bad idea to have possibly a thousand threads for io with the users? Should I just stick with the thread pool idea?