• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

198 Neutral

About beatlefan

  • Rank
  1. Those equivalent calls don't exist in xna (im 99% sure). For your case look into [url="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.vertexpositioncolor.aspx"]VertexPositionColor[/url] and [url="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.graphicsdevice.drawuserprimitives.aspx"]DrawUserPrimitives[/url]. So its kinda like setting up vertex buffer in OpenGL except you don't use a vertex buffer unless you need/want one.
  2. [quote name='OneSidedDice' timestamp='1314492404' post='4854597'] I am trying to "duplicate" the Draw() method. See how you had to put "enemy.Draw(spriteBatch);" in the Game1 class' Draw() method? Is it possible I can give objects their own Draw() method so that I can draw the graphics IN that object? [/quote] No, sometime during your Game1.Draw() the enemy.Draw() function has to be called to be drawn. Now you don't have to make that call directly in the Game1.Draw() function, you can have an EnemyManager class that has a Draw(SpriteBatch) function and in that function you would draw the enemies. Though you would still have to do "enemyManager.Draw(spriteBatch);" in the Game1.Draw() function.
  3. [quote name='OneSidedDice' timestamp='1314491238' post='4854594'] That way each object can draw graphics, instead of just this 1 method. So far, I haven't gotten it to work. [/quote] What are you doing? it looks something like this right? [code] public class Enemy { //stuff public void Draw(SpriteBatch sb) { sb.Draw(EnemyTexture, Position, Color.White); } } public class Game1 : Game { //stuff protected override Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); enemy.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } [/code]
  4. take a look at [url="http://www.gamefromscratch.com/post/2011/08/04/I-want-to-be-a-game-developer.aspx"]this[/url].
  5. [quote name='becklighter' timestamp='1313542464' post='4850096'] Thank you for your reply, but, isn't that what I'm doing? Am I missing something? [/quote] What your doing is checking if the key is down. You want to check for key down [i]events[/i], which have a built in delay. So where you have your [code] if (msg.message == WM_QUIT) [/code] you will want to add a [code] else if(msg.message == WM_KEYDOWN) [/code] and if that's true check which key is down and move your tetris pieces.
  6. It's because it's executing that code hundreds, if not, thousands of times per second. For something like this you would want to use the key down messages.
  7. I suggest looking into [url="http://code.google.com/p/lidgren-network-gen3/"]Lidgren networking library[/url].
  8. [quote name='Levistus' timestamp='1313359664' post='4849137'] Will it cost me to develop games using C# + XNA or can I make the games I like with the free versions of Visual Studio? [/quote] Completely free, unless you want to sell games for Xbox and/or Windows Phone 7, then you have to pay the $99 fee.
  9. [quote name='TheCompBoy' timestamp='1313344246' post='4849038'] I did use that but would it hurt making a game with normal java no libraries ? [/quote] No your fine without using any additional libraries. When I used Java I didn't use anything extra. You might find [url="http://www.thenewboston.com/?cat=35&pOpen=tutorial"]these[/url] interesting. The ones that involve creating the screen might be useful.
  10. You should read the beginners FAQ... I personally recommend C#, then later, once you understand the language pretty well, learn and use XNA. XNA is 'framework', it provides a lot code for you to use to make graphical applications/games. With Unity3D you will be able to get results much faster and easier. You will still need to know how to code, though. OpenGL and DirectX are graphics APIs, kinda like XNA. The biggest difference between them is that OpenGL is crossplaftorm, while DirectX is windows only.
  11. [quote name='Yidito' timestamp='1313128803' post='4848120'] but is there any (.EXE to SWF) converters? [/quote] No, you can't. A quick Google search would answer your question [img]http://public.gamedev.net/public/style_emoticons/default/wink.gif[/img].
  12. [quote name='Watermelon Chris' timestamp='1312725507' post='4845783'] How ever I'm using C#. NET and I've download the latest DirectX SDK but I can't seem to add it as a reference. [/quote] You probably downloaded the C++ SDK, I would think. What you want is [url="http://slimdx.org/"]SlimDX[/url], so you can use the DirectInput API.
  13. [quote name='Hassen_Ben_Sobar' timestamp='1312590577' post='4845286'] 2. I need to test how the swf displays in multiple browsers. 2a. How exactly does one test their game in multiple browsers? Is there software that I need for that? 2b. What browsers should I be testing for? [/quote] Shouldn't you be able to download multiple browsers and just run your game in there? I would test it in chrome, firefox, internet explorer, safari, and maybe opera.
  14. Your going to have to put: [code] if( invincibleTimer.IsStarted() == true ) { if( invincibleTimer.GetTicks() >= 10000 ) { invincibleTimer.Stop(); hurt = false; } else hurt = true; } [/code] in an update function or something. The reason why is that no time will pass (maybe half a millisecond or less), from where you start the timer to where that code above is called, since they are in the same function.
  15. [quote name='Krohm' timestamp='1312178657' post='4843014'] Perhaps I'm not up to date but it was my understanding that browser-based java is fairly limited. For first, there are (or were) consistent limitations on persistent storage. Java Web Start improves that but it's still a far cry from a fully fledged application. I don't know much about networking, but I'd say both are going to be very limited, if not in API, by the OS/firewall... I fear this might really be moot. [/quote] The in-browser version of Minecraft works perfectly fine in multiplayer. [quote name='Krohm' timestamp='1312178657' post='4843014'] Mind elaborating? I'm interested. [/quote] I'm guessing your talking about the more powerful part. C# does have more [url="http://en.wikipedia.org/wiki/Comparison_of_C_Sharp_and_Java"]features[/url], nothing too important, though. I'm sure you can get whatever you need to get done in either language.