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      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.

saturn1

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  1.   Story:  You play as a clone soldier created by the "Blast Corporation." Blast Corporation is a multinational, intergalactic, power hungry company that feeds off of the resources of the universe to turn huge profits!  Of these resources, Blast Corporation primarily seeks out the legendary "Blood Fragments" and "Blood Diamonds." These gems are not only beautiful but are strong sources of energy (and taste delicious topped with a touch of whipped cream!)  You are sent from planet to planet in search of these Blood Fragments and to wipe out all life in your path to the so called “Blood Star,” a red star that provides energy to all the planets in the solar system.  It is up to you to either join the evil Blast Corporation in their mission to take over the galaxy or to rise against them and become the leader of your own clone army and gain the true power of the Blood Star for yourself!  GAMEPLAY  Blood Star is an action role-playing shooter, with inspiration drawn from games like Diablo, Dodonpachi, Rise of the Triad, and Don’t Starve. At the moment, Blood Star can only be played with a controller.  Blood Star mixes classic “danmaku” shooting gameplay through its barrage of enemy bullets with action role-playing gameplay that provides deep player customization and RPG mechanics. This unique mix of genres provides an intense, fun, and deep experience that will have you coming back for more!  When shooting enemies, Blood Star uses a fast paced “Chain” combo system. Whenever the player attacks an enemy, they start a short countdown. For every attack the player chains together, the countdown is reset and the player receives extra points. These points are turned into “Blood Fragments” which can be used to level up the player, upgrade weapons, and buy items.  Enemies will drop “Bazookas”, “Power Ups” and other items when they are defeated. The player can equip a Bazooka to the LT and RT buttons. Every Bazooka has unique abilities and can be customized using the aforementioned Power Ups. Power Ups add additional abilities such as increased damage, attack drones, bullet patterns and much more! Every so often the player will unlock equipment which will boost your stats and add additional abilities such as increased run speed, slower chain timer, and more.  Additionally, the player can use a dash move using the RB button. This move will stun enemies and deflect enemy bullets back at them if timed right. By pressing the LB button, the player can use a powerful “Discharge” attack. These discharge attacks can also be found and equipped by defeating enemies.  By combining these abilities you will soon become the most powerful clone in the entire galaxy and harness the power of the Blood Star!  FEATURES  - Beautiful hand painted art!  - Unique, explorable planets!  - Tons of quests with cut scenes!  - Funny and intriguing story!  - Alternate endings!  - 4-player local and online multiplayer!  - Monster-shooting, bazooka action!  - Insane amount of weapons, power ups, equipment, destructible environnements, monsters, bosses, and more!  - French baguette gun!    Screens If you like follow it's important https://www.facebook.com/bloodstaronline          
  2. For all fans of diablo :)     Help us on steam concept:   http://steamcommunity.com/sharedfiles/filedetails/?id=239121087&searchtext=dead+of+the+dead   Thank you
  3. "Dead of the Dead" is an Action-Reflection Zombie-simulation game.   Trailer:   http://www.youtube.com/watch?v=z1F-ItZsqFU   "Dead of the dead" is the subtle mix between action/reflection and survival mechanisms allowing you to choose the way you want to play whenever you want (infiltration, action, destruction ,,, ) in a post apocalyptic world full of allusions and references to movies, shows cartoons and games of the same kind. You dream of being in the shoes of a zombie, don't you ? If you do, you are a bit strange, but your dream finally becomes real with "Dead of the dead" !   kickstarter:https://www.kickstarter.com/projects/deadofthedead/dead-of-the-dead   Site:http://deadofthedead.fr/   Facebook: https://www.facebook.com/Deadofthedead   Twitter:https://twitter.com/deadofthedead    
  4. Thank you. Someone test ?
  5. Hello everyone. We created a 2d game mixing RPG and beat them up.   You can watch a trailer here http://www.youtube.com/watch?v=9TL9v9owa9g   We are now to find funding and finish the game.       Visit our website:   http://icone.developpez.com     Thank you!
  6. Thank you JTippetts. Now, i have some problem with my depth map. Here is my depth map cube: [img]http://img4.hostingpics.net/pics/719537Cube25Dzdef.png[/img] Front-back placement it's ok. [img]http://img4.hostingpics.net/pics/333387frontbackok.png[/img] Left right it's ko. [img]http://img4.hostingpics.net/pics/935377leftrightko.png[/img] I think it's my depth map cube which is not good. Have you an idea how i should paint my depth map to resolve left, right cofiguration? Thank you.
  7. Hello, im doing a game in 2.5D. For depth sorting i want to use depth map with a shader. I would like to know if there is some tools/technique, to generate a depth map from sprite? Thank you.
  8. But it's not possible to add a Depth for sprite for exemple my sprite is 100Width100Height and add 100Depth on z axes? Because billboarding with 4 vertices won't give depth to my sprite. Thank you.
  9. Hello, i develop a game in 2.5D. For the depth computation i use a math algorithm with plane and raycast. But this algorithm use lot of processor when there is lot of entities... So i wonder if it's not possible using billboarding to draw my sprite and benefit of 3D depth? My question is how to reprensent a sprite in vertices, (usually for billboarding it's 6 vertices) i need more vertices to represent depth. I am a beginner in 3D rendering technique, so tell me if it's possible? And if it's possible some tips to get it. Thank you.
  10. [quote][color="#1C2837"][size="2"] You could divide your blocks up into sections. In case of your small block[/size][/color][/quote] Hard to find the good subsection i think, no? And even if i get the subsection i need usage of shader or something like that to display part of texture? Thank you =)
  11. For example if player 1 hits player2 on the same depth there are in the same layer ? Or in this picture [img]http://img4.hostingpics.net/pics/843028schema2.png[/img] How to compute easily different layer? Thank you.
  12. Yes, everything is 2D. I can draw using layer but the real problem is to compute depth for entity in the same layer... Any Idea?
  13. Hello, i have some problems with my 2.5D game, to sort my sprite. Here is a little schema of my game: [img]http://img4.hostingpics.net/pics/419226schema.png[/img] I would like to know if there is a simple solution to display my sprite with the correct depth each frame. Look at this second schema [img]http://img4.hostingpics.net/pics/843028schema2.png[/img] The player (is jumping) should be front of the little square. But just before when the player was not jumping, he was behind the first big block. ( Look at the third schema) [img]http://img4.hostingpics.net/pics/695471schema3.png[/img] So in fact the player should be behind the left big block (like in schema 3) but he must be front of the little square. And the little square should be front of the big block. So i wonder how to resolve this case? Thank you for reading. Any solutions, tips... are welcome.
  14. Relaxation is the faster way to resolve contact penetration? Thank you!
  15. Go welzl algorithm