• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

123 Neutral

About DennisterBeest

  • Rank
  1. sadly, no.. XNA is a framework that utilizes DirectX. DirectX is a true Microsoft product, so there are no DirectX API's on Mac OS or iOS. You can port c++ with OpenGL though. Mac OS uses OpenGL and iOS uses a somewhat stripped down version of OpenGL.
  2. I think you are helped a lot by following riemers tutorials on http://www.riemers.net these will help you a lot in getting a solid XNA basis
  3. [quote name='andfol' timestamp='1331313209' post='4920715'] Sorry just to add when I run the application pressing any key makes my player disappear. [/quote] that probably means he is moving try setting the move amount to 5 or so...
  4. did some playing around and got this working, i know it is not the most elegant way, but it works. it's up to you to make it pretty [code] private string[] DoWordWrap(string input, SpriteFont f) { string[] words = input.Split(new char[] { ' ' }); float strLen = f.MeasureString(input).X; string[] result = new string[(int)(strLen / Window.ClientBounds.Width) + 1]; int count = 0; int currentLine = 0; float lineLen = 0; float wordLen = f.MeasureString(words[0]).X; while (count < words.Length) { while (lineLen < Window.ClientBounds.Width - wordLen && count < words.Length) { result[currentLine] += words[count] + " "; count++; if (count < words.Length) { wordLen = f.MeasureString(words[count]).X; lineLen = f.MeasureString(result[currentLine]).X; } } lineLen = 0; result[currentLine] = result[currentLine].TrimEnd(); currentLine++; } return result; } [/code]
  5. i watched the next episode of the tutorial. That will explain in detail what type of error you are gettting and how to solve it!
  6. Could you be a bit more specific on where you are stuck and why you are stuck.. What error message do you get?
  7. Are you drawing your text with a spritefont? sentence.length gives the length of the sentence in characters, not in pixels. so if you are using a spritefont you can use the spriteFont.MeasureString(sentence) to give you the actual pixel length of the sentence When you know the pixel length you can iterate through the individual words of the line until the length of the first line is smaller than the width of the Console. You can simply place the words in a seperate string. Rinse and repeat as they say, until you have a series of strings that are all shorter than the length of the console window
  8. with googling around i found 2 answers: X3553: [quote] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]OK, this is a bit difficult to explain. First, the reason why the second one works, is because it is automatically unrolled. You loop a constant amount of iteration, so the compiler can silently unroll without side effects.[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Now, the reason the first doesn't work as expected, is due to the fact that derivatives (as used by a gradient instruction, such as tex2D) are undefined within a conditional statement (such as the one implicitly used by the loop).[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]You can solve this by either not using derivatives at all (ie. supplying a constant LOD through tex2DLod rather than the tex2D) or by manually computing the derivatives outside of the loop, and supplying them explicitly. If you only want to blur a screen aligned rectangle, then the best method is the former one.[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][/quote][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]resource: [/left][/size][/font][/color][url="http://www.gamedev.net/topic/526047-bizzare-shader-error/"]http://www.gamedev.net/topic/526047-bizzare-shader-error/[/url] X3511: [quote] The compiler needs to prove that the loop will terminate within 1024 iterations to target the ps_2_0 profile. Since your index value comes from a global, no range information can be infered beyond the 32-bit int type. You can force this by doing something like: int x = gNum % 1023; for( int i = 0; i < x; i++ ) ... [/quote] resource: [url="http://www.ureader.com/msg/146533.aspx"]http://www.ureader.com/msg/146533.aspx[/url] hope this helps
  9. Could you post some code please?
  10. Net een afspraak gemaakt om in ondertrouw te gaan! Vrijdag 16 maart gaat het gebeuren!
  11. I use a combination of planning and just plain cowboy coding. When I start a project it starts with an idea. This idea usually stays in my head for a few weeks, during wich i refine it and come up with some strategies. After that i decide its time to start coding some. While coding you will soon run into problems, so i start coding something else That's when the planning starts. I plan out the solution for the existing problems and then implement those. After that I will probably have some ideas for additions to the current project and the process starts over again. I do not like to think about everything before i start working on a project, because that leaves me little room for expension. I do however always write down small ideas i come up with during the coding. I don't know if this is a good way to work it since i've not finished a game yet (still working my first mayor project)
  12. Vandaag dagje museum-hoppen in Amsterdam