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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.

FuraProject

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  1. Hello, I have this habit of storing art i like, for later references. Even facebook games can offer some good art, issue is - its hard to store it. Print Screens and tons of saving does the job, but its quite a nuisance if game updates its art quite often. So i wonder, if anyone else does it and what tools are you using? And if its even possible to get art assets out of facebook game. I managed to get *.swf through browser, but its a mess inside if i open it with 7z, I am not entirely sure its a proper topic for Beginners forum, but i have no idea where to post else. Also i think its not illegal to do so and its not like i am stealing art.
  2. Thanks guys!   It became a bit more clear.
  3. Hmmm, still a bit confused. Maybe its because i've stayed in 2D way to long.   I've used LWJGL, LibGDX and OpenTK for 3D before. You place vertices into memory, get the handle, draw the model, change lightning when needed, load vertice and fragment shaders. LibGDX even allows programatical mesh adjustment, building and moving mesh parts around. Issues usually come with stuff like "3d picking". Thanks guys! I will look into your examples and those terms like "post-processing-pipeline", maybe everything will become clear. Maybe there are some 2D "graphical engines" you know of? I will let it sink into me for a while.
  4. Hello there, Today i was reading a post on MMO forum, there was a lot of smart phrases circling around, like "Upgraded graphical engine" (Context is Heroes of the Storm and Starcraft 2, in case someone is familiar with those games). One person claimed that Game A uses Game B graphical engine, only a bit updated, and that Game C uses heavily modified Game D engine. What the heck does that even mean? I mean yes, you have code to upload textures, models, bind them, then you have a code to call draw functions, switch shaders. When need comes, you copy that code into your "UNIVERSAL_CODE_LIBRARY.DLL" and start using it in all of your projects. Sort of "Core functionality" and "Utility features". I have my own custom library that draws screens in views, has custom UI objects and their event catching, functions to draw Sprite or Arithmetical calculated models with animations, model caches, texture loading and etc. Is that considered and engine? I still have a "render()" pipeline, which has to be filled with code. I guess not? Am i missing something? Or is it just 25 dollar term for 5 cent concept?   I am frustrated and confused about this :S
  5. I have made rather simple webpage, that logs proper urls, and returns 1 if all is good. Simplified code: Response.Clear(); if (allGood())   Response.Write(1); Response.End(); Whilst mobile game logs all events into SQLite, and queuees sheduler to run after 5 minutes if no new events are generated, run after 2 seconds if player pressed "back". In case of no network, run alarm every 30 minutes. Events are sent in chunks and GZiped and base64'ed. If data is to long, split into smaller chunks, creating sort of "session", which brakes if response is "", and continues if response is "1". If everything was positive, records are deleted from SQLite.
  6. Thanks! Yeah, plan was to use clients local time, but there is something funny going on, all the times are a bit "off" and use GMT 0 i think, because my local time is GMT -2. But ill fix that. Thanks for the responses!
  7. Thanks for the responses! Yeah, the data gets validated, but i made it more readable in the past, currently refraining myself from doing changes to old system. Messages look like this   d85bec0f433d4a1 182 _44 1482950156320 _1_1_2 vc gmpScr _Eris g d85bec0f433d4a1 182 _45 1482950156399 _1_1_2 vc gmpScr r Issue lies within values like d85bec0f433d4a1 - user id 182 - session number _45 - event number 1482950156320 - local user timestamp User can change one of those parameters and it will still get validated, but analytical data gets distorted. But yeah, as frob stated, in network game, i could refrain from sending so much data and could do more stuff on server and make client application sort of paper glass.
  8. Hello,   As i am about to finish custom analytics tool, i began to think about games over network.   But i have one issue i cannot solve.   Data encryption.   When sending custom analytical events to server, i have a problem - player can simply change the code, recompile it or even make a POST to server and send "F**K YOU SCRUB, HACKED" message using proper variables. I was thinking about the ways to prevent it, but i always get stopped by simple thought - if its encrypted on client side, it can always be manipulated.   And its not that hard, you only need Wireshark to sniff packets!   And that prevented me from developing network game. Because you can even emulate the player by sending fake data packets.   Am i overthinking it? Are there measures to counter this?
  9. Thanks for the replies! I will look into them :)     Sure, if you know, chances are, random Joe wont have a clue how to make changes to hardcoded keys.   Its not about uber protection, its about simply closing the door.
  10. Hello,   Earlier this evening, whilst working on my project, I began wondering, is it possible to encrypt textures, so that no one can mod them or put something inappropriate, that may cause problems.   Theoretical plan:   Tool: 1) Convert textures to byte arrays 2) Encrypt with RSA Private key 3) Store *.bin files   In game: 1) Open *.bin files 2) Decrypt with RSA Public key 3) Load byte arrays into memory   Idea is that only me, as a developer, can place textures into the game.   Of course, i know that its still possible to place custom stuff into the game, but i want it to be a bit more complicated than "replace a png file".   Or is it actually a common tactic? Or maybe RSA is not meant for that...
  11. Hello,   Tried changing from pure black to one of 50 shades of gray and it worked out. Tho my dream of black and white fast action game has been crushed.   One thing i am wondering tho.   When black object moves really fast, it leaves red trail behind. I wonder why the colour red is the slowest? (On mobile device)
  12. Thank you for response!    I wont lie, i did not understand "luminance distance' to travel when the sprite enters or leaves their zone" part, but i will look into that!
  13. Hello! I am currently testing some game mechanics with flying projectiles. And the issue is that circle, at the high speed, becomes elliptical.   Its hard to reproduce this view, because it mainly happens on phone devices.   If projectile consists of 5 circle shapes, all of them seem to travel differently, not to mention the biggest one looks as if its ahead of others.   When taking screenshot, everything looks okay.     The ones in the middle seem to be separated, when going at high speed.   Are there any tips or techniques how to solve this? I was thinking about leaving some trail behind, but in the final version, there will be more than just circles.
  14. I am grateful for your lengthy response.   I will try to look into in a more detailed way later on. By doing some quick checks, i noticed that methods like and  are not available from LibGDX (or at least i did not manage to find). On the other hand, LibGDX is a crossplatform tool, so it makes sense that native android events and methods can not be accessed.   For now i will trust, that events like   @Override public boolean touchDown(int screenX, int screenY, int pointer, int button)  { return false; }   @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; }   Operate with PointerID and not Index.   Thank you very much! I will keep this thread bookmarked as a reference to this issue!