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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.

rays

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  1. can anyone explain the technical implementation of micro transactions..? i mean how the call is made from client side and how it approaches to third party money transactional and how the objective is done.. plz anyone post on this. i am really looking forward on this.. rays
  2. [quote name='shadowisadog' timestamp='1306368302' post='4815847'] Hello Rays, You need to provide us with some additional information before we can help you fully. Do you currently have levels represented as external files, do you have a level editor, do you use any form of scripting? We really have no idea from your post at what stage your "basic framework" is at. It could mean anything really... I would suggest that you make sure at this point you are using a data driven design... If you have the graphics code working, now is a good time to start refactoring your code base.. you should be loading your levels/quests using external files and you can write quests using a scripting language such as Lua. For AI I have no clue how your currently doing your AI, but you have a number of options. If you are currently using a path based AI then you can expand your AI by adding A* pathfinding... or you can do A* pathfinding and steering behaviors. A* pathfinding generates the way points and then the steering behaviors help you navigate to the way points. Other then navigation AI is usually done through state machines (which is really just an abstract concept).. [/quote] sorry for the unfinished description of my game. currently the levels are represented as external files in my game.i am not using any level editor for this game. As per scripting, i am doing it all in c++ only. my framework contains class representation of player,AI,levels and user interface. i am loading all these ti my main() through files and my graphic code has no problem so far. as per scripting i just want to stick with c++ currently. i didn't understand data driven design. For A.I, thx for your suggestions. i will work that way. all i am looking for now is more puzzle tutorials in c++ for fantasy RPG to make my game play more interesting.
  3. Hi all i am trying to make a 2D sidescroller fantasy RPG. so far i have done the basic framework for the game. i am looking forward to make the gameplay more challenging and interesting by adding puzzel structures and making AI more challenging. can anyone suggest me any tutorials or demo projects like that, where i can improve myself and bring the changes to my game. i am using c++ and directx9 sdk for this project. i am looking for related suggestions. by rays
  4. thanks to every one..i understood how bit wise operators work and how can i manipulate bits to change the pixel value.. it has a very good learning from you guys...
  5. [quote name='AntonioR' timestamp='1303304074' post='4800741'] [quote name='Burnt_Fyr' timestamp='1303250263' post='4800529'] There is definately some great work going on here... Am I mistaken or do I recognize that level from somewhere??? [/quote] Yes, the level design is not very original, but I am making a new one. [quote name='rays' timestamp='1303280416' post='4800666'] nice work done...can u share the code..i am a starter of direct x programming and this would be a very good tutorial for me.. [/quote] Which code do you need, pixel shaders (.fx files) or the engine ? [/quote] well i would really appreciate if you share the engine code..cause i want to learn from the starting.. if you want my personal communication: rays_kk@yahoo.com
  6. [quote name='SyncViews' timestamp='1303301054' post='4800729'] [quote name='0x3a' timestamp='1303284675' post='4800679'] You might want to choose unsigned integers for pixel values as they won't go below zero Something like this I'd imagine, don't know if it works wrote this from my mobile phone. [code]unsigned int RGBAtoARGB( unsigned int rgba ) { unsigned int argb = rgba &0xFFFFFF00; argb += (rgba &0x000000FF) << 24; return argb; }[/code] If you want I can explain how this works but it isn't that difficult. Work it out yourself and if you really don't understand it just ask me. [/quote] You sure thats right. Its different to how ive always done it, and I got wrong results running through your way [code] rgba = 0x11223344 argb = rgba & 0xFFFFFF00;// = 0x11223300 //argb += (rgba &0x000000FF) << 24 t = rgba & 0x000000FF;// = 0x00000044 t2 = t << 24;// = 0x44000000 argb += t2;// = 0x55223300 //expected = 0x44112233 [/code] Anyway my way: [code] unsigned rgbaToArgb(unsigned rgba) { //take just the alpha component in the most significant 8 bits //this works since by shifting it from the least to most significant 8 bits, //all the other components get pushed out //ie RRGGBBAA << 24 = AA000000 unsigned alpha = rgba << 24; //move the rgb coponents to the least signicant 24 bits unsigned argb = rgba >> 8; //add alpha back in argb |= alpha; //done return argb; } [/code] [code] rgba = 0x11223344; unsigned alpha = rgba << 24; // = 0x44000000 unsigned argb = rgba >> 8; // = 0x00112233 argb |= alpha; // = 0x44112233 [/code] [/quote] will you explain "argb |= alpha;" i am noob at bitwise operators
  7. can explain how bitwise operators are working here.. [quote name='0x3a' timestamp='1303284675' post='4800679'] You might want to choose unsigned integers for pixel values as they won't go below zero Something like this I'd imagine, don't know if it works wrote this from my mobile phone. [code]unsigned int RGBAtoARGB( unsigned int rgba ) { unsigned int argb = rgba &0xFFFFFF00; argb += (rgba &0x000000FF) << 24; return argb; }[/code] If you want I can explain how this works but it isn't that difficult. Work it out yourself and if you really don't understand it just ask me. [/quote]
  8. hi all i am trying to convert rgba pixel value to argb.. i have started like this.. int RGBAtoARGB(int rgba) { int argb; return argb; } can anyone help to proceed with that code..
  9. nice work done...can u share the code..i am a starter of direct x programming and this would be a very good tutorial for me..