• 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.

NDraskovic

Members
  • Content count

    90
  • Joined

  • Last visited

Community Reputation

447 Neutral

About NDraskovic

  • Rank
    Member

Personal Information

  • Location
    Beli Manastir, Croatia
  1. From the album PrintJam

    Image from our first game PrintJam, which is available on Google Play for free ([url="https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk"]https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk[/url]). The big bad boss.
  2. From the album PrintJam

    Image from our first game PrintJam, which is available on Google Play for free ([url="https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk"]https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk[/url]). Collect the coins and unlock new options and characters.
  3. From the album PrintJam

    Image from our first game PrintJam, which is available on Google Play for free ([url="https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk"]https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk[/url]). This image represents one of the special events called "The Rombie Horde"
  4. Hey guys, My team and I published our first game to the Google Play store (Beta was already up but available only for certain countries, the full version is available worldwide). Since this is our first project, we would really like to get feedback from other developers, just to get a fresh perspective on the entire thing.   The game can be downloaded for free:   https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk   [attachment=30420:paper boss concept 3.jpg] [attachment=30421:Screen03.jpg]
  5. Without any code it is hard to guess, but I would use this approach:   Perfect trap: - Extend the collider that you use to detect that the player is receiving the ball (just slightly, so that you have a few pixels of space between players legs and the edge of the collider). - When the ball collides with the collider, use Vector3.Lerp function to "smooth" the transition between the points in which the ball is moving and when it stops. - You can put that Lerp function in an if() block, and use conditions like player stats, speed of the ball etc. to determine if the first touch will succeed or if the ball will bounce away from the player.   Imperfect trap: - If you want it a bit more realistic, you could use two Lerp functions - one to regulate the transition from the edge of the collider to players feet (time right before the trap), and the other from his feet outside (time after the player tries to trap the ball). Depending on players skills, the second Lerp can regulate the speed, distance and direction in which the ball would go after the player tries to stop it (naturally, if the players stats are higher, the ball will fly a smaller distance, and stop closer to the player than if the stats are higher)     This is just an idea, hope it helps.
  6. Hey guys,   My team and I have worked on a scroller/shoot-em-up game for a while now, and we are in a late Beta stage. The game is currently available only for Android users in UK, Croatia, Bosnia and Serbia. It is completely free, and we would like to hear some feedback from other devs. You can find it on Google play: https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk.    This is our first project, so any suggestion is very welcome. You can find more info on http://roundedsquarish.org/ Thanks.  
  7. Check out Codingame (https://www.codingame.com/home), there are game related problems (ranging from simple to very difficult) and you can use them to learn/improve your C# skills. Combine those exercises with standard MSDN materials, dotnetperls (http://www.dotnetperls.com/) for general C#, and I think you will get a good foundation.
  8. All the Android users in Australia can try the Beta of the game for free - find it on Google Play: https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk
  9. All the Android users in Australia can try the Beta of the game for free - find it on Google Play: https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk
  10. All the Android users in Australia can try the Beta of the game for free - find it on Google Play: https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk
  11. All the Android users in Australia can try the Beta of the game for free - find it on Google Play: https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk
  12. From the album PrintJam

  13. From the album PrintJam

  14. From the album PrintJam

  15. From the album PrintJam