• 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

1186 Excellent

About munito

  • Rank

Personal Information

  1. I can only support this method. Doing a quick and dirty solution first gives you a better feel of the problem to solve. You'll see what exceptions may be coming up and you can easily break down your problem into smaller ones.   Then you can start to define your API and refactor your code.
  2.   I agree on that. PHP is getting really old and I also prefer the "modern web" standards. Node.js on the server side offers alot of frameworks and modules which can help you build your application faster. It is also convenient to work on a one language stack instead of different languages. Using a javascript client side framework with a javascript server backend will get things done quicker.   Maybe take a look at: Node.js with ExpressJS or Koa for the server side passportJS for authentication in node.js sequalize or bookshelfJS for Database access.   For the client side you have to take a look for yourself. Just google "javasript frontend framework". I learned to use Jade for rendering my pages with node but there are alot of other frameworks around.   Also if you decide to create some 2D/3D scenes later on it is much easier to integrate them in your existing javascript code.
  3. I'd go for a composite way for weapons. The advantage is that you can easily create weapons at runtime and have a more dynamic approach at creating new weapon types.   Inheritence is bad for this because you will end up in having alot of classes which may depend on each other if you want something like a MagicFlamingDoubleEdgedBroadsword or something.   I'd take a look at the decorator pattern which is a great way to add new behaviour dynamicly.
  4. Hi,   I used this tutorial for getting into git.   https://www.atlassian.com/git/tutorials/setting-up-a-repository   Best Regards Olaf
  5. Hey everyone,   I've found the following question while learning for my exam on datastructures:   "Is O(0) equal to O(1)?".   I would say that O(0) is not equal to O(1) but something tells me it might be.   Can someone give me an answer to that question? Maybe an explanation too if it is.   Best Regards Olaf
  6. The length of a vector can be used in various ways. You should check a source about vector properties and operations somewhere in order to find out what the length is used for. http://en.wikipedia.org/wiki/Euclidean_vector   As for the length formular it is: length = Math.sqrt(x² + y²).
  7. Hey everyone,   while looking for some game related information on the web I came across this engine: http://www.godotengine.org/ It looks quit intresting and seems to have a different entity approach compared to unity or other engines.   Does anyone have any experience with this engine?   What is your opinion about it? It looks pretty solid for making multi platform 2D games.   How does it compete with other engines like unity?
  8. if (sprite.getBoundingRectangle().contains(Gdx.input.getX(), Gdx.input.getY()) { // do something } Maybe use the contains method instead of the overlaps method. Remember if your using a camera u need to unproject the mouse coordinates first before passing them to the contains method.   Unprojection version: Vector3 mousePosition = camera.unproject(new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0f)); if (sprite.getBoundingRectangle().contains(mousePosition.x, mousePosition.y) { // do something }
  9. I think that is the reason. Since HDMI is able to transport audio data there need to be an driver driver for this. 
  10. Made an apprenticeship as an application developer back in 2009. After I finished my apprenticeship I was not satisfied with my knowledge and went to university.   Now I'm studying applied computer science and work at a small software company half the week as an application developer. I'm working on hobby projects in my spare time and hope to find a small project team after graduation. I'm really into the technical side of programming and love to solve complex problems.
  11. I guess your using the integrated TiledMapRenderer of Libgdx?   Take a look at this site and search for the title "Using Depth Buffer" http://www.cocos2d-x.org/hub/23   Maybe you'll find an answer there.
  12. Maybe they had extremly good 2D artists or they made 3D models and created sprites from these models.   I'd say the second option is what they did.
  13. Keep your hands away from global state.   I'm not a friend of classes which are called xxxManager. It does not really tell me what is happening inside the class itself. In your case your BuildingManager has many responsibilities. Updating, Drawing, processigng events etc. You shpuld consider splitting these responsibilities up into seperate classes.   Maybe take a look at the Observer pattern for this use case. You could encapsulate the whole interaction between objects with this pattern.   Take a look at the visitor pattern for this use case. With this pattern it is possible to decouple your render code from your game data.
  14.   I can't reproduce the disappearing of images. Regarding the margin etc. if you have not made a small border between your tiles then putting spacing and margin to 0 is the right decision.   Maybe take a look at this tutorial if you're trying to learn: http://gamedevelopment.tutsplus.com/tutorials/introduction-to-tiled-map-editor-a-great-platform-agnostic-tool-for-making-level-maps--gamedev-2838
  15.   When I use this optionen Tiled wants me to find a file with the ending .tsx which is the tileset format for tiled. However if I use Map -> Create new Tileset you get to choose some options here. In the dialog you can reference to an external file which can be any kind of image format (jpg, gif, png, etc...).   In the dialog you also have to configure your tiles width, height and some kind of spacing padding if you have a small space between them.