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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 jblevins1991

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  1. I have my main.xml page designed for tablets becuase they have more screen space. I made a second xml file named phone.xml and i was wondering if anybody knows how to make the app check what device is using the app and automatically change depending on if it is a tablet or smartphone. So if it's a tablet it will use main.xml and if its a smart phone it will use phone,xml for the menu.
  2. sorry i thought i had, it's c++.
  3. here is my attack class attack class { int power; int init(void) { opponenthp=-power; } }; if i store attack.init() in an array whenever i select the unit that stores attack.init() would run that function correct? if there are any suprises or things that you may want me to know about the way im doing this feel free to tell me . thank you for anybody who helps ive only been programming for 6 months.
  4. void input::init keys(int keys) { for(int i=0;i>256;++i) { keys[i]; } keys[0]; keys[1]; keys[2]; ....more keys } i am looking for a way to assign a key to an element of this array. so i could make keys[0] store the 'a' key. can somebody point me in the right direction? (inspired by id tech engine )
  5. i don't plan on giving it out, its just something that makes learning game programming fun and interesting. so i can just do something a long the lines of... Pokemon *pika = new pikachu;
  6. Im making a pokemon rpg game and i need an idea on how to create target pokemon. i have the pokemon class made, but i dont have an idea on how to create the enemy pokemon class. should i use inheiritance?
  7. nevermind i figured it out.
  8. I bought a directx 10 book that uses the variable [b]_int64 mBaseTime [/b]and i have no idea what this is. Does anybody know if it is from a specific library? If so what library is it from? I get an error saying that it is [b]an undefined variable[/b].
  9. sorry, i got confused. the array holds the exp amount needed to level up (see below) int exp; int exptilnextlevel[99]; if(exp>=exptilnextlevel[99]) { ++level; } would this work?
  10. Is there a way to increment to the next data element in an array when the player levels up?
  11. if i have an array called [b]int level[99][/b] and i use the following code [b]++level[99] [/b]does that increment the array's element. Example say we are at level 3 in our game meaning the level array would be at array[2] for our exp til next level, if i were to level up and use ++level would it be at level[[3]?
  12. There are my theoretical classes for my question: class Warrior { public: int m_hp; }; here is the item.h code #include "Warrior.h" class healingitems { int m_healhp; void Heal(); }; here is the item.cpp file's code #include "item.h" void healingitems::Heal() { warrior.m_hp =+ m_heal; } The Heal() function takes the warriors hp stat and atdds m_heal. so lets say that i am low on health and i want to use a potion and the potion in my game heals 30 hp (that is this functions purpose). My error is "a non static member must be relative to a specific object". How would i make it to where it heals an objects hp without being specific?
  13. [quote name='Cornstalks' timestamp='1328855052' post='4911574'] [code] class Player { int hp; // set it to some value in the constructor (maybe the same as maxHp at first) int maxHp; // set it to some value in the constructor (80 in your example) public: void applyHp(int amount) { hp += amount; if (hp < 0) hp = 0; // if amount is negative (i.e. damage), don't let an invalid amount of hp be assigned if (hp > maxHp) hp = maxHp; // if amount is positive (i.e. drank a potion), clamp the hp to the max } }; [/code] Maybe not the best function name or the best way to abstract applying damage/health bonuses, but that's the idea behind how you clamp a value. [/quote] Thank you very much sir.
  14. im making a simple game to test my abilities. Lets use the following code as an example: class player { int hp; }; this is my theoretical player class and lets make int hp equal to 80. i want to know how i make it to where 80 is the max hp can be and will not be able to go over. like for example if i use a potion and potion in my game revives 60 hp and i already have 50 how do i make it to where it tops off at 80 and doesn't rise to 110?
  15. [quote name='Cornstalks' timestamp='1328148006' post='4908583'] You mean something like [code] class player { public: Pokemon playersparty[6]; }; [/code] ? Or do you mean something much more generic, so you can store both Pokemon and players in this array? FYI, creating a Pokemon-style game is fine, but using trademarked and copyrighted characters and IP is not. [/quote] Thank you for the help. I know that using trademarked IP is illegal sir. I appreciate your concern and vigilance. I am creating my own character etc. Any clue on how to create attacks?