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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 Ecoste

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  1. Sorry, it might not be super clear from the video. Basically, those things rotating the players are hearts, and when you get hit then 1 heart goes away. Soccer actually seems to be a great idea with this kind of game, thanks a lot for that suggestion I'll definitely implement it once I get some time. I also thought about different characters, but not sure what each one should feature. I'll see.
  2. I've made a bit of a 2(supports many players) -player prototype game, and it's kind of fun for what it is. The idea came from Team Fortress's 2 tennis mod or whatever it's called. Here's a little demo: http://youtu.be/_95Ts9--QcA But, that's all it is and I'd like to expand further on the concept. I don't really know where to take it from here, apart from adding a couple of challenge levels, some interesting maps with different types of rockets and a lot of them and some system that drops power up. But, it's still all based on one meager concept which I find kind of hard to expand upon. Any ideas?
  3. I've always wondered about advertising mobile apps. The only ads I ever see for them is on other apps or some crappy site pop-ups. Maybe on FB as well, but I've never had a Facebook account, so I have no idea. I mean, you can't expect many downloads if you just put it on the app store and leave it be. Are there companies that specialize in this kind of promotion?
  4.   Often an alternate solution for a desired effect can be suggested if you post what you want to achieve, rather than how you want to achieve it. That would require information such as what platform/OS and API you're using.   If you "just want" to have one object instead of 4, can you explain why you can't do that?   I want to have 1 object because its tidier and easier to deal with. Also because I would like software like this in case I need a feature like this in the future. I'm certain most software have this, but I was just illustrating what I'm broadly going to be using the software for. For example the software 'Spine' is heavily geared towards skeleton animation, I won't be using that much, so I don't want software that is primarily focusing on it.   Basically, I'm looking for a Photoshop that makes animation easier. To make animated backgrounds, explosions, whatever else.   Thanks!
  5. Hello, I'm looking for an animation program that's geared towards game developers. Right now, I'm using Photoshop and the game engine's animation features but they're both very limited.   For example, I made 4 stars in PS, and then I have to rotate them all inside the game engine to create this:   http://imgur.com/ZWULTJf     But, that's 4 rotating objects and grouping them all the time is a pain. I just want to have one object with 50 frames instead of 4 rotating objects with 50 frames.   Anyway, any recommendations?
  6. Hey gamedev, I've been working on this game on-and-off for a long time now. It's basically a runner where you need to press buttons at the right time to advance. Anyway, I decided to add a 2 phase system. For example when you're in phase 1, you can only collide with blue platforms. When you're in phase 2, you can only collide with red platforms. It used to be only 1 phase, but it was kind of boring. Now, the problem is that it is very unclear in which phase you're in at the moment. I need some more visual representation. Video of game: https://www.youtube.com/watch?v=FVGq7qkvp0w (Background music picked up ) Game : https://www.dropbox.com/s/ev2tput1g6mq9y2/game.exe?dl=0 (ctrl to switch phases, space to jump. Sorry for the crappy levels.) Yeah, to me right now it looks very unclear in which phase you're at. I tried changing the player colour depending on what phase you're in, but it looked very derp and didn't help. A while ago I tried a border, but it was very epileptic and unappealing. Also, the levels look dead. When I add a lot of platforms to them they look a lot nicer, but the game becomes almost impossible to play because it becomes super hard. So yeah, if I can't get a more clear representation I will go back to no phases. Any suggestions on the matter? Thanks.
  7. basically in my game I'm firing a line. The line's anchor point is at the very bottom of it, and half of its width.   When I fire the line, its rotation gets set to face where we want it to go. Then, with each frame of the game, the height of the line increases and it looks like the player is firing a laser.   Here's the code for the initial setting-up to fire and later move the laser. Javascript, using PIXIJS.       function fireLazor(mouseData){ firing = true; slopeY = (player.y - mouseData.global.y) / (player.x - mouseData.global.x); slopeX = (player.x - mouseData.global.x) / (player.y - mouseData.global.y); lazor.rotation = lazorRadians; lazor.x = player.x; lazor.y = player.y;     }   Alright, now that the laser is set to go all we need to do is increase its height and it will go in the direction we set it to go.     if(firing){ lazor.height += lazorAcceleration * DELTA_TIME;     }   Now, that all works fine and dandy. Here's a visual to help.   I first wrote some code to basically check the whole path of the laser and see if it hits something, IN ONE FRAME. It works perfectly, but it does so in one frame and the second we fire the laser. And obviously I need for it to check gradually as the laser travels.   The problem comes in when we want to collision check the front of the lazor to see if it hit something. We need to figure out what the co-ordinates of the front of the laser are. So, I thought that if we know the slope and the rate at which the height is increasing we can just do(simplified example that would run each frame, except of course without resetting the xtocheck and ytocheck to the player co-ordinates.)        ticks = lazorAcceleration / slopeY;     xToCheckForCollsion = player.x;     yToCheckForCollsion = player.y;          for(i = 0; i < ticks; i++){     xToCheckForCollsion += 1;     yToCheckForCollsion += slopeY;     }   I've tried multiplying, diving, both slopeY and slopeX, and other things I could possibly think of. Multiplying by delta time in different spots, ceiling and flooring, just don't know how else to twist it.   But, that doesn't work. The collision checks sometimes get ahead of the laser, sometimes they get behind it and etc.   Does anybody know how to get the front-coordinate of the laser? Or maybe even do this whole thing another way, I don't know.    Thanks!   SOLVED(not rly) Alright, instead of doing that I just did some geometry and rotated a point.   More can be found here. http://stackoverflow.com/questions/12161277/how-to-rotate-a-vertex-around-a-certain-point
  8. Hello, I had an idea for a flash game, basically it's a puzzle game that's tile-based. Each level has a finish that you must get to, but to get to it you need to place tiles that are given to you. I have a prototype going and it's not really a code intensive game, but the problem is creating the puzzles. Like, I only really thought of 1 or 2 levels but I can't come up with anything anymore, how do you do it? I mean, you could always "Borrow" them from other games and then take out some tiles to place, this is the last resort though.
  9. Hello, this is the first time using Vectors, and I don't get the math behind them.    Here's my situation(3d Space): Vector X Vector Y   I want to get a third vector that goes from Vector X to Vector Y, and then I can just scale it myself. Halp.
  10.   I doubt you can even get the first thing on your list for $300.  I'm not looking for a professional quality here, I just want some 2D art for a flash game around this quality(http://funny-games.biz/back-to-zombieland.html)   If it's going to cost that much then I can just spend more hours on it myself I guess.
  11. Outsourcing art, I need some assets done for 2D pixel-ish art nothing too complicated. 'Cause right now I'm making a skeleton for a game just don't have any art, so I'm thinking if that gets all done and goes well I could put some GOOD art into it(Not my crappy shit). I honestly have NO idea even approximately how much this will cost. I'm hoping around 300 bucks or so though.   -A character and running animation. -3 Other similar to each other characters -Background with a foreground, middleground and a background.(Day/Night) -Tiles/platforms about 4 kinds
  12.   (Solved my own question by replying to this reply) Yep, that could work. Create an array with a shit ton of bullets, make the one's that aren't in use null and when we need some new bullets we can just scan the array for the ones that we're not using. That's what I had in mind. My problem was that I didn't know that you didn't need to specify a name for an object when putting it into an array.   //I did this var bulletA:bullet = new bullet(); var ary:Array = new Array(9000); ary[0] = bulletA //Instead of doing this- var ary:Array = new Array(9000); ary[0] = new bullet(); //I thought that you need a name for an object when putting it into an array, my problem was generating names for all the objects. Since you don't need a name for the object, then I can just put this shit in a for-loop and generate 9000 bullets. Thanks for the reply!     I'm still open to more efficient ways of creating bullets though, but for now this will do. Thanks!
  13. Basically I have a simple game. And each 2 seconds a bullet flies out across the screen.   //bullet spawner import flash.utils.Timer; var myTimer:Timer = new Timer(2000, 1); // 2 second myTimer.addEventListener(TimerEvent.TIMER, runTimer); myTimer.start(); function runTimer(e:TimerEvent):void{ var bulletG:bullet = new bullet(565,Math.random()*400); //Screen is 400 pixels in heigth addChild(bulletG); } //bullet package { import flash.display.MovieClip; import flash.events.Event; public class bullet extends MovieClip { public function bullet(xS:int, yS:int) { addEventListener(Event.ENTER_FRAME, update); x = xS; y = yS } function update(e:Event){ x -= 3; } } }   Simple stuff right. Anyway, I wanted to ask if there's a better way of creating bullets. Because right now, if I wanted to create a shit ton of bullets, I could make an array full of bullets and simply spawn them.  That's cool until you get into spawning thousands of bullets, it's not time efficient to write each object yourself, so my question is how would you do it?
  14. [quote name='taby' timestamp='1341177238' post='4954654'] Ok, again, where C is the camera position, and N is the unit look-at vector... It's the same thing in 3D. If you want your vector to be 2 or 3 times longer, then multiply all of the vector's components by 2 or 3. To draw your unit length red line: Start at C and end at C + N. To draw a longer line that includes the blue: Start at C and end at C + N*3. As for determining 2 or 3, or whatever the factor is... that's application dependent, and it's really your call. Best of luck. I notice that the function call drawLine(fromAllCharacters, vector3); basically treats vector3 as a position, when it's a displacement (ie. a direction times a length). Not sure what you're trying to achieve here, since it isn't at all like what I tried to show you in the first two examples. Note how I end the line segment at C + N*d (ie. a position plus a displacement is a position), not at N*d (ie. a displacement plus nothing is a displacement). These line segment drawing functions deal in positions, not displacements. A vector V = <V.x, V.y, V.z>, or displacement, is essentially a 1D line segment (or arrow, if you prefer) that always starts at the origin's position O = <0, 0, 0> and extends to the position <O.x + V.x, O.y + V.y, O.z + V.z>. The vector is an extended object. A position P = <P.x, P.y, P.z> is essentially a 0D point that "starts and ends" at <P.x, P.y, P.z>. The position is not an extended object. Both objects are defined using three components, and you can even make these components equal in value by setting P = V, but in the end they are not the same kind of object. A displacement is an extended object, a position is not. The start and end points of a line segment are not extended objects. [/quote] Thanks a lot, it worked. Sorry for not understanding you earlier :/
  15. [quote name='taby' timestamp='1341175011' post='4954645'] Um ok. So it sounds like you want the line segment broken up into two segments? If not, go with what I said earlier. If so... d = length(C - O) Line segment 1: C to C + N Line segment 2: C + N to C + N + N*(d - 1). [/quote] But, I don't know the distance. Here's a diagram of what I want to do, it's in 2d though.(Didn't know how to do it in 3d :?) http://i.minus.com/ibkPqtmdtLP4LE.jpg Lets go over of what I have to work with: Everything about the camera, it's position in the 3d world, and where it's facing. I tried multiplying everything by a value, it kind of works, but it goes too far sometime, like this, see the video. [url="http://www.youtube.com/watch?v=X0A-CPaEuuc&feature=youtu.be"]http://www.youtube.com/watch?v=X0A-CPaEuuc&feature=youtu.be[/url] The code I use right now is- vector3 = x:cameraGetFacingX * (10000 * 0.1), y:cameraGetFacingY * (10000 * 0.1), z:cameraGetFacingZ * (10000 * 0.1); drawLine(start, end); drawLine(fromAllCharacters, vector3);