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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 BugShan

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  1. [quote name='slodki' timestamp='1338382709' post='4944657'] Top: x + w/2, y Right: x + w, y+h/2 Bottom: x+w/2, y+ h Left: x, y+h/2 [/quote] as you have written,i dont know what the point (x,y) does mean,and the also as the w and h.if w for width ,h for height,then the point(x,y) would not be the center point of the title.if in this case ,what about the point of the title( 2 X 3)? So,i cant say something ,but if you just display it just as the image as you have provided,you can set the (x,y) as the left point and have a try.It will be easier or you can provide more details
  2. [indent=1]I am new here too as you,but I have something in my mind.What I think,maybe not good,is that you can have a array to store the data or information of the title,for example, 1 for sand and 2 for water.Then when your guy stand on the title which value is 1,it floats on the sand and in the other hand ,it pushes into the water.[/indent] [indent=1]Then,besides that,we also have another data that stands for depth(we can use the high four bits of a byte for it and the low onse for sand or water).The depth of the titles that are more far away from screen is greater,And also your guy constains the depth information too.Well,When we render the screen,we draw the background first,then we draw the titles by the order(if you can understand ,my english is not natural language^_^).In my mind,you can treast your guy as a title,and store these titles within a container,it will be easier.I belive it should not be a best way and I will think again.Extually,what i am most intreasted in is you generated map.I want to you can give some help as you said to learning code,and my appreciates will come after your reply.[/indent]
  3. [quote name='Adam_42' timestamp='1320756066' post='4881745'] StretchRect() does a simple texture copy and ignores the alpha channel. You probably want to use [url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb174249%28v=vs.85%29.aspx"]ID3DXSprite[/url] to draw your image. [/quote] Thank you very much!I have considered it but not for sure.I just want to use a simple method and i think DirectDraw was in my mind.
  4. Now ,I have a problem with d3d programming.I want to use d3d to display a image on the screeen.Although I have set the colorkey as 0xffff00ff, but the image is always in black box. My code is as the following: [code] //set the render state m_pD3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE); m_pD3dDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA); m_pD3dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA); //create a surface and load the image HRESULT hResult=D3DXGetImageInfoFromFile(imageFile,&imageInfo); if(S_OK!=hResult) return NULL; hResult=m_pD3dDevice->CreateOffscreenPlainSurface(imageInfo.Width, imageInfo.Height,D3DFMT_A8R8G8B8,D3DPOOL_DEFAULT, &surface/*m_pSurface[m_nSurfaceUsed]*/,NULL); if(S_OK!=hResult) return NULL; hResult=D3DXLoadSurfaceFromFile(surface/*m_pSurface[m_nSurfaceUsed]*/,NULL,NULL, imageFile,NULL,D3DX_DEFAULT,colorKey,NULL); //i have sat the colorkey as 0xffff00ff hResult=m_pD3dDevice->StretchRect(surface,res,m_pBackBuffer,dest,D3DTEXF_NONE); [/code] i know that i can use another metohd to display this image ,such as IDXSprite,but i always want to know why my code doesnt work . where is woring or the StretchRect function doesnt support the transprarency color ? anybody can help me?Thanks!