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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.

YohanesYangPrakasa

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About YohanesYangPrakasa

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  1. Hi,   Would like to announce a rhythm based game similar with tap tap revenge, guitar hero, tap sonic, etc   Touch The Beat   Feature: Native Development 3D Environment, powered by irrlicht! Facebook Integration   A screenshot     Availability Link http://appworld.blackberry.com/webst...tent/19311852/,  to see what kind of songs will be available for the game, visit http://a4fx.com    Any kind of review for the better or worse if highly appreciated! ;) Thanks guys!
  2. It's how you cheers what's yours that matter
  3. Hi! Would like to spread out the distribution, i made a very simple game using a cross platform engine called proton ([url="http://protonsdk.com"]protonsdk[/url]) Here is the link for the game: WebOS : [url="https://developer.palm.com/appredirect/?packageid=com.ggame.zombiechain"]https://developer.palm.com/appredirect/?packageid=com.ggame.zombiechain[/url] Android : [url="https://play.google.com/store/apps/details?id=com.ggame.zombiechain"]https://play.google.com/store/apps/details?id=com.ggame.zombiechain[/url] The game greatly inspired by the opensource game "Critical Mass" only this one is chaining the zombies instead of the dots Thank you for trying the game! ;)
  4. Hello! :D loves your music, i love what i hear and hoping someday i could collaborate make game(s) utilizing your musics and sounds :D
  5. Dear lovely forum i'm begining to learn 2d programing using the wonderfull sdl lib using c++ i manage to blitting, moving arround sprite, and tried to create a sprite class.. however, would be nice if some one could point me in the right direction as i could not understand the FPS concept.. say i have a sprite animation, the sprite contains 8 frames this 8 frames when animated will be showing a running person but i need to implement the fps to this animation sequence so i came out with a pseudo-code which more less looks like this.. [list][*]initialize sdl[*]load sprite[*]save the last_tick = getTicks() in ms[*]delta_time = 0.0f[*]frame_rate = 1/30 = 0.0333 in s[*]current_frame = 0[*]progress_frame = 0.0f;[*]run the simulation[list=1][*]calculating some logics mumbo-jombo[*]fill screen with black color (clearing the screen)[*]delta_time = delta_time / 1000.0f ==> changing it to seconds[*][b]progress_frame = progress_frame + delta_time / frame_rate[/b][*][b]current_frame = floor(progress_frame)[/b][*][b]if(current_frame == 8) current_frame = 0 [/b][*]blit the sprite[current_frame] to the screen[*]check for any SDL event[*]calculate delta time,[list][*]delta_time = getTicks() - last_tick[*]last_tick = getTicks()[/list][*]preserve processor workload[list][*]if (delta_time/1000.0f < frame_rate)[list][*]SDL_Delay(frame_rate - delta_time / 1000.0f)[*]delta_time = getTicks() - last_tick[*]last_tick = getTicks()[/list][/list][*]loop 1 untill quit..[/list][/list]the problem is when i run the simulation on diffrent computers (slow, faster, and the fastest) they simulates a a very different speed.. so i assume i could not grasp the concept of FPS please someone enlighten me on my game programming journey.. Thank you