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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.


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About cmasupra

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  1. Each of your games should include a new challenge for you. When you feel like you have mastered a level, move on to the next. There shouldn't be any big jumps in how challenging each game is to make because if there are, then you'll be missing learning some things along the way.
  2. 2 things: 1) I assume you don't like Eclipse because of it's complexity. I recommend using the free version of JCreator to learn Java. Very simple Java IDE. Then later on, try NetBeans if you still don't like Eclipse. I don't like Eclipse, but I do like NetBeans. You can also try the full version of JCreator, but I don't recommend that for learning. 2) This is what you have to do to compile and run a .java file using the command line. Add Java to the Classpath (google it). Then open the command prompt. Go to the directory where you saves your .java file. Type "javac myfile.java" without quotes. Then type "java myfile.class" without quotes. "javac" compiles your .java file to a .class file. Then "java" runs your .class file.
  3. I recommend skipping the BasicGame tutorial and going straight to this one (the Tetris clone you mentioned): http://slick.cokeandcode.com/wiki/doku.php?id=02_-_slickblocks It uses StateBasedGame, which is what you really want to use. You will need to understand Java to understand the code, though. There's a lot of inheritance and object-oriented logic involved. I know you said you're already on the Tetris clone, but you don't have to fully understand how the game works. You only need to understand how Slick works so that you can make your own game using logic you understand. I have never understood how the Tetris clone worked, but I was able to figure out Slick using that tutorial. If you go to my site, 30 Clicks was the first game I made using Slick, and really my first game if you ignore the failed attempts in C++.
  4. People have had trouble getting it to work for Android, but one of the newest Slick2d contributors is Android-focused, so it'll be a good option for Android in the future. You can look at LibGDX if you want to do Android game development in Java. It's not as easy to use as Slick IMO, but it's main focus seems to be Android.
  5. If you're looking to make your game able to run on Windows without the JRE being installed, you can also use Launch4j. It allows you to bundle the JRE of your choosing into the .exe file or the equivalent of a .exe on each platform.
  6. I use Slick2d. I used the tutorials from its main site to get started with the library. Then I used the Slick API to learn most of it. The tutorials aren't much, but they are enough to get started. The library has so many features that once you understand the basics of how it works, making a game is the best way to learn the rest of it. If there's something you need done, Slick probably has a class for it and you can easily find it in the API or Slick forums.
  7. [quote name='smasherprog' timestamp='1333938412' post='4929443'] The standard is to have the action actually happen only on a completed MouseDown and a matching Mouseup. This is important. If a user is Clicks and holds the mouse button down, then drags and releases over a button, the event should not fire off. It should only happen if the button is already in the pressed position. [/quote] Interesting. I knew of the of the problem with clicking and dragging to another button and then releasing, causing the button to activate. I didn't know that what you described was standard. It definitely makes sense, though.
  8. I was thinking today about what would be a better trigger to activate buttons: mouse clicked or mouse released. By this I mean, would it be better to have the button do its action when the user clicks their mouse down on it, or when the user releases their mouse on it? Pros for MouseClicked: 1) Faster reaction to the user clicking the button Pros for MouseReleased: 1) The user can drag their mouse away from the button if they didn't actually want to click it I clearly didn't think of very much. Maybe that means it's a stupid topic, but what are you guys' opinions on which one is better?
  9. My tool of choice is Java. Despite the verbosity of it, I can program a lot faster in Java because I don't have to worry much about memory management or little optimizations. The only downside to using Java for my purpose (simple games) is ease of distribution to the end user. I have found that a lot of people either don't know you can double-click a .jar to run it, or they don't have Java installed, or they don't know what Java is. To fix this, you have to use something to convert a .jar into different EXEs for different platforms, removing the ability to run on all platforms with just 1 file. That results in the same distribution method as C++: different files for different platforms. Also, to the person who said doing 3D in Java causes it to lose its cross-platform feature, you are wrong. If you use a library in Java, it comes with extra files specific to each platform. You simply put all those files with the .jar file and then you can still run that .jar on any Java-supported platform.
  10. I only use Java for my game programming because it's an easy language and the one I know best. The largest problem you'll encounter is a lot of people don't have Java installed or don't know what to do with a .jar file. You can use tools such as Launch4j to create executables that don't require Java to be installed, but then it makes a different file for each platform. Also, don't use the built-in Graphics API for Java game programming. It uses the CPU to do everything, so it's slow. Use an OpenGL-based library. I use Slick2D (slick.cokeandcode.com). A popular 3D engine is jMonkeyEngine. Once you become more experienced, you could write the OpenGL code yourself without using a library or engine, but I'm not there yet, so I can't say anything about that. The first thing to do, though, is learn the language, of course ;)
  11. A good 2D Java library is Slick2D (built around LWJGL). It has a lot of features already built-in. There are also physics engines made to specifically work with it, such as MarteEngine. http://slick.cokeandcode.com
  12. I don't think you're looking for any help on picking a tool, but... If you're thinking of using the built-in Java Graphics API, think again. It isn't hardware accelerated to use OpenGL or anything except the CPU. If you were thinking of using pure LWJGL or JOGL (which are OpenGL wrappers for Java), then you'll have OpenGL for hardware acceleration. Slick is a 2D library on top of LWJGL. I do recommend it. For 3D, there is jMonkeyEngine. I can't remember what it's based on, though.
  13. This is kind of off-topic, but I like your rhyme, OP
  14. Since you've taken the time to learn C++, make it worth your while. Use Allegro (a C library that can be used with C++) or SFML (a C++ library) to make a simple 2D game. Allegro has more features and is more mature since it's older, but if you want a pure C++ library, SFML is also good. You should really just make a game using either one, though, so you can have some experience with game creation.
  15. What about the audio portion of a full game library such as Allegro, SDL, or SFML? I don't know what features you need, and I've never actually tried them as I never got far enough to add audio to any of my C++ games (I've stopped using C++ now), but they are something to consider.