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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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  1. Yeah, it's been awhile. :)  (<-- joined in 2001)
  2. Quote:Original post by Harry Hunt I was in a similar situation once and I did exactly the opposite of what was suggested here. I kept signalling to her that I was interested in a relationship (of course never quite that outspoken) and I also kept my hopes up. After a couple of months she left her boyfriend and we started dating. I have to chime in here. I was smitten with a cute redhead for some time, who liked having me as a friend, but who also shared some feelings with me. I waited for two years, through which time we both had other relationships and we both grew. Then we (finally!) starting dating. Eight years has seen our wedding and conception of our first child. (And a huge drop in my Dev time) So, there *IS* a chance for a happy ending. This of course depends on the emotional and mental situations of everyone involved, but there is still a chance. Be careful, be HONEST with each other and with yourself, and take nothing for granted. If love isn't questioned, it makes demands until it self-destructs.
  3. My gamedev nick is a shortened version of a warrior character I played on a MUD back in the early 90's. "Tok" was also my nickname among my college buds at the time.
  4. Quote:Original post by sormjsThe basic algorithm involves rendering from back to front and bottom up (back to front on a per level basis, since I have multiple heights). Hi! I'm not sure if I'm visualizing your problem correctly or interpreting what you meant by "back to front per level". Are you rendering all of one level of all visible tiles, then going back and rendering the next level? It seems to me that you should be rendering all levels of a given tile, in a single back to front sweep. I'm picturing a tree in front of a rock on a flat grassy plain. The tree graphic will overlap the rock if they occupy the same pixels, no matter what height the two are drawn at. Happy New Year. :)
  5. Salutations and happy new year. :) When I was working on my 2d sidescroller (similar to Mega Man), I used floating point values to store the x,y tile coordinates of the player in the 2d tile map. I also had a value set for the acceleration speed, and maximum allowed horizontal velocity. He could fall as fast as he wanted, but took damage. ;) I used bools out of a collision detection algo to determine whether the player was blocked or not in motion, and if something solid was underfoot. // Character Movement: if(KeysPressed[UP]) { // If there's a solid space under either (||) foot... if(EntityHead->bBlockedDown == true) { GameSound.Play(sJUMP); EntityHead->vely = JumpVel; } } if(KeysPressed[RIGHT]) { if(EntityHead->bBlockedDown == true) EntityHead->velx += WalkChange; else EntityHead->velx += WalkChange * 0.5f; } if(KeysPressed[LEFT]) { if(EntityHead->bBlockedDown == true) EntityHead->velx -= WalkChange; else EntityHead->velx -= WalkChange * 0.5f; } if(KeysPressed[DOWN]) { // If they are walking on something and press down, stop! if(EntityHead->bBlockedDown == true && BrakeFactor) EntityHead->velx *= BrakeFactor; else EntityHead->velx *= ((1.0f + BrakeFactor)/2.0f); } // Cap Velocity: if(EntityHead->velx > SpeedCap) EntityHead->velx = SpeedCap; if(EntityHead->velx < -SpeedCap) EntityHead->velx = -SpeedCap; For collision detection, I did things a little strange- I used the velocities and time for the last tick to calculate the distance traveled in that tick, then checked tile-by-tile if the player could move there. I used this algo twice, with slightly different versions for the x and y motion. // If they have a velocity, then we can move them along the x axis if(CurrentEntity->velx != 0.0f) { // calculate how far the velocity is going to take us distance = CurrentEntity->velx * TickTime; // initially, adjust the posx along the direction to the next absolute // (x.0) position coordinate (taking character width into account) // it makes things much easier in moving. // first calculate distance to the next posx with a .0 // For example: Given a posx of 4.3: // it takes 4 - 4.3 = -0.3 to get to 4.0 (left .0) // So our DtoZ (Distance to Zero) is: float DtoZ = (float)((int)CurrentEntity->posx) - CurrentEntity->posx; // If the motion isn't going to take us to the next tile to the left, we don't have // to do any collision detection: if(DtoZ >= distance && distance < 0.0) { distance -= DtoZ; CurrentEntity->posx += DtoZ; } // If we're moving right beyond the next .0 (here our dtz is 0.7): // Note: we bring width into the calculation so that our character // doesn't enter a new tile, just moves as far to the right in this one as possible. else if(DtoZ+1.0f-CurrentEntity->stat[width] <= distance && distance > 0.0) { distance -= DtoZ+1.0f-CurrentEntity->stat[width]; CurrentEntity->posx += DtoZ+1.0f-CurrentEntity->stat[width]; } // if there's any distance after going to the nearest .0 , use it if possible. while(distance) { // set an offset based on if we are moving left or right, to account // for character width. if(distance > 0) offset = CurrentEntity->stat[width]+0.001f; else offset = -0.001f; // Check to make sure we're not going to leave the bounds of the map... if ( (distance > 0 && CurrentEntity->posx < MapWidth) || (distance < 0 && CurrentEntity->posx >= 1.0f) ) // can we move into this tile? // Note: we'll check the position at both foot and head, to account for height // Note2: MapInfo[] is a single-dimension array of doubles of // of size [MapWidth*MapHeight], with byte 1 a graphic value and byte 2 tile // flags. So "if(!(MI[pos]|MI[pos]&256))" checks the "solid" bit of both tiles. if(!( ( (int)MapInfo[(int)((int)(CurrentEntity->posy)*MapWidth+(int)(CurrentEntity->posx+offset))]| (int)MapInfo[(int)((int)(CurrentEntity->posy+0.499f)*MapWidth+(int)(CurrentEntity->posx+offset))] )&256) ) { // Move 1 tile at a time. if(distance >= 1.0f) { distance -= 1.0f; CurrentEntity->posx += 1.0f; } else if(distance <= -1.0f) { distance += 1.0f; CurrentEntity->posx -= 1.0f; } // Otherwise, use up whats left of the distance else { CurrentEntity->posx += distance; distance = 0.0f; } } // If its not clear, stop here. else { CurrentEntity->velx = 0.0f; distance = 0.0f; } // If we were out of map bounds, we never bothered. else { CurrentEntity->velx = 0.0f; distance = 0.0f; } } } // End x collision detection Sorry- that's a little much, but it worked like a charm for me. I was also using a linked list to store all my "entities", with the main hero as the head of the list, so all of my collision detection for all the baddies used this code as it was going through the linked list. I hoped that helped :D Seasons Greetings! Edit: Oops, pasted code twice in source tag!
  6. I always loved that one. Thanks for sharing and have a very merry Christmas. :D
  7. ... and to all a good night. Merry Christmas. :)
  8. Focus on your chest/belly, and pay very close attention to how your breathing. Then imagine yourself relaxing all over. It helps if you think of warmth. This worked for me years ago- now I just make the conscious choice not to hiccup and they're gone. Merry Christmas!
  9. Quote:Original post by MoRdEn Sure, just remember that women go crazy for guys that POKE, not guys that PEEK :PThis one was my favorite so far. :p If your a programmer, though, you may want to POKE in the 53281,0
  10. Congratulations!!! Did that 2 years ago- and have barely touched the code since. But I'm sure you'll have tons of time for your interests! :D
  11. Skjinedmjeet, speaking from the experience of someone who lives an hours drive away from you... GET THE HELL OUT! There are help wanted signs EVERYWHERE. Even if you find something that is a little out of your field- find work you LIKE doing and grants you the free time to do what you ENJOY. I quit my 11pm-7am job under ultimatum of my girlfriend. I found a 8am-4pm Mon-Fri and married the same and have never been happier (although my programming time *did* take a hit) No paycheque is worth living a miserable life!
  12. I would never find one image on the net, among the trillions that are out there, that would appeal to me so much more than all the others that I would pay for it.
  13. Quote:Original post by sunandshadowo_O Those aren't supposed visible to people who haven't logged in, and aren't even on the same server as these. I have no idea how you ended up there, but I have to say it kinda serves you right since I didn't put those up to amuse you.Hey, Pouya's right! I wasn't logged in either and saw them. :) Thanks for the laugh sunandshadow- this level of humor was perfect for a guy sleeping in on a saturday.
  14. Those are just the values of your map tiles, written in hexadecimal instead of decimal.
  15. Quote:Original post by Ravuya Quick format would probably have allowed you to get your files back. You can try using GetDataBackNTFS but it looks pretty grim.GDB worked well for me, for an identical problem- minus the partition.