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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.

h7c97

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  1. hi ndssia i have a coin class in which i am creating a body of coin and giving it a linear velocity (because my plane's x-axis is constant and background is panning) to move code is:- -(void) createCoin:(ActionManager*)_objActionManager:(float)_x:(float)_y:(int)_no { b2BodyDef coinBodyDef; coinBodyDef.type = b2_kinematicBody; coinBodyDef.position.Set(_x/PTM_RATIO, _y/PTM_RATIO);//_x/PTM_RATIO, _y/PTM_RATIO coinBodyDef.userData = s_coin; //coinBodyDef.linearDamping = 1.5f;//2.7 //coinBodyDef.angularDamping = 1.5f;//3.0 m_coinBody = _objActionManager->world->CreateBody(&coinBodyDef); b2CircleShape circle; circle.m_radius = 10.0/PTM_RATIO; b2FixtureDef ballShapeDef; ballShapeDef.shape = &circle; ballShapeDef.density = 1.0f;//1 ballShapeDef.friction = 0.7f;//0.7 ballShapeDef.restitution = 0.0f;//0.5 ballShapeDef.isSensor = TRUE; m_coinFixt = m_coinBody->CreateFixture(&ballShapeDef); float speed = _objActionManager->m_obstaclesSpeed; m_coinBody->SetLinearVelocity(b2Vec2(-(speed),0)); } and m calling this function in my main game play layer (Action Manager) -(id) init { if( (self=[super init])) { if(!m_objCoin) m_objCoin = [[Coins alloc]init]; } } now i am calling my createCoin function with the help of m_objCoin when i need to show coins: [m_objCoin createCoin:self :550 :_y :1];
  2. I am developing physics based game using box2d in cocos2d-iphone. Can any one please help me in creating magnetic coin effect as it is in Temple run and Jet Pack game. In my game my character is a movable plane and the magnetic power appears from opposite direction and once it is collected then its effect remains for few seconds. And in that effect time if any coins are coming from opposite side of the plane then those coins should get attract towards the plane. And those coins are also a box2d body. Right now i am using the SetLinearVelocity to move it to the left end of the screen only changing the x position. In this the once the y position is set its not able to change it. So please any one can help me in this to make magnetic effect work. Any kind of help will be appreciated. Thank you very much.