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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 WillTice

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  1. Assuming you want to make a simple game using HTML and Javascript, is there any reason you can't do it locally on your own computer, instead of going out and buying a domain name and setting up a website? For a basic game, you probably won't need much more than a browser to run it.
  2. As others have said, if you're bored then you need to do some brainstorming. What kind of game do you want to make? Pick a game idea and make it. If you're worried about not learning anything new, don't worry. You'll learn as you make games.   At this point, switching languages will only set you back if you have nothing you want to make with them.
  3. public void scrollUp() { if (scroll_index <= 0) return; scroll_index--; refreshContentsPosition(); } public void scrollDown() { if (scroll_index >= contents.Count() + (2 * 6) - 12) return; //todo: make sure this is the correct index, once you add more levels. scroll_index++; refreshContentsPosition(); }   The code speaks for itself. Obviously, upon review, it was not the correct index.   Dunno what came over me when I wrote that.
  4. bool f1() { //... } bool f2() { //... } bool f3() { //... } if(f1()) { if(f2()) { if(f3()) { //... } } }   To me, this is the clearest way. Why waste a line, when it's clear that if you have proper indentation, the close bracket will always align with the statement that opens it?
  5. It's not quite that simple...   From the MonoGame website:     system requirements FOR DEVELOPMENT iOS - Mac OS X, MonoTouch, MonoDevelop Android - Mac OS X or Windows, Mono for Android, Mono Develop or Visual Studio MacOS X - Mac OS X , MonoMac, OpenTK, MonoDevelop Windows - Windows, Mono, OpenTK, MonoDevelop or Visual Studio Linux - Linux, Mono, OpenTK, MonoDevelop To develop a game for iOS and Mac, you'd need a Mac. To develop a game for iOS or Android, you need MonoTouch or Mono for Android, products from Xamarin that cost an arm and a leg. It's not really a "suddenly your game can run everywhere" sort of thing, unfortunately.
  6.   I don't think anyone is going to hold your hand and give you a bunch of code, either here or on the Allegro forums. You need to make some effort to understand the concepts yourself and at least attempt to solve the problem.   If you're interested in learning, I found a couple interesting posts about entity-component-systems. http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ http://www.chris-granger.com/2012/12/11/anatomy-of-a-knockout/
  7. Move the player, and then move the camera to the same position. Then when you draw, draw everything at an offset based on the camera's position.
  8. If you're looking for a jump-start to your motivation, go watch Indie Game: The Movie. I watched about 30 minutes and then got off the couch and started working again, because it was so damn inspiring!
  9. Circle vs circle collision resolution is easy. If you know two circles intersect, you can resolve based on the difference of their radii. Resolution direction is simply the vector from the center of one circle to the other.   That should be enough to get you started!
  10. [quote name='DmitryNik' timestamp='1354987013' post='5008530'] The sadest part of this story is: they(persons) will teach us this crap(XNA) in the uni after this X-mas, instead of changing the program. [/quote] You can often apply the skills you learn using one technology to other situations using similar technologies. It's still going to be useful for you.
  11. Something like that. In the long run, what you really want is- foreach (Something s in everythingList) s.draw(); Ideally, "Something" should be a Sprite, GameObject... whatever you're working with. Add all your game objects to a list, and draw them all.