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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.


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About joe96

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  1. I'm working on a 2d game in java. I have a problem using the key listener to move the character. I might be typing the code wrong or something but i need help fixing it. This is my player.java class:   import java.awt.event.*;   public class Player implements KeyListener{   public int x = 500, y = 300;  public int health = 100; public int dx; public int dy;   public Player(){ x = x + dx; y = y + dy; }   public int getXPos(){ return x; }   public int getYPos(){ return y; }   public int getHealth(){ return health; }     public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if(keyCode == KeyEvent.VK_W){ dy = 2; } if(keyCode == KeyEvent.VK_A){ dx = -2; } if(keyCode == KeyEvent.VK_S){ dy = -2; } if(keyCode == KeyEvent.VK_D){ dx = 2; } }   public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if(keyCode == KeyEvent.VK_W){ dy = 0; } if(keyCode == KeyEvent.VK_A){ dx = 0; } if(keyCode == KeyEvent.VK_S){ dy = 0; } if(keyCode == KeyEvent.VK_D){ dx = 0; } }     }     In a different class i draw the character as a rectangle like this:   public void paint(Graphics g){ super.paint(g); g.setColor(Color.BLACK); g.fillRect(p.getXPos(), p.getYPos(), 25, 25); }     The problem is the character doesn't move when i press the buttons. I'm relatively new to java. Any help will be greatly appreciated.
  2. [quote name='BeerNutts' timestamp='1315026997' post='4857045'] [quote name='joe96' timestamp='1315025192' post='4857038'] I've been working on a top - down 2d zombie shooter. I've got all the player movement down but i have been having trouble with the shooting. I cant figure out how to make it shoot in the direction of where the mouse was clicked. I use java to program it. If anyone can help that would be great. [/quote] Well, you know where your player is on the screen (playerX and PlayerY), you know where the mouse was clicked (mouseX and mouseY), and you have a general velocity for the bullet (float BulletVelocity) right? You have 2 different methods you can use to set the bullet's X and Y velocity: #1, The Trigonometry method (recommended), you set the position of the bullet at the player, and set velocity of the bullet to be: [code] // get the angle from the player to the mouse clicked position float Angle = atan2(mouseX - playerX, mouseY - playerY); VelocityX = cos(Angle)*BulletVelocity; VelocityY = sin(Angle)*BulletVelocity; [/code] Or, you can do it the conceptual/geometric method, by determining how far the mouse is from the player, and the time it should take for the bullet to get there: [code] // Get the distance of the mouse from the player (A^2 + B^2 = C^2) float distanceX = mouseX - playerX; float distanceY = mouseY - playerY; float distance = sqrt(distanceX*DistanceX + DistanceY*DistanceY); // get time it would take the bullet to get there travelling at BulletVelocity (assuming velocity is pixels/second) float Time = distance/BulletVelocity; // now give the X and Y speeds for the bullet to get to that point: VelocityX = distanceX/Time; VelocityY = distance/Time; [/code] [/quote] in the first example what is the atan2 supposed to mean. thanks for your reply.
  3. I've been working on a top - down 2d zombie shooter. I've got all the player movement down but i have been having trouble with the shooting. I cant figure out how to make it shoot in the direction of where the mouse was clicked. I use java to program it. If anyone can help that would be great.
  4. i use java and im kinda new to making games with it
  5. I'm making a 2d side scrolling game. I want a randomly generated world similar to Terraria. If you've never heard of it the website is here: http://www.terraria.org . I've tried many different things but I can't figure out how to. If anyone can help that would be great.