• 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

153 Neutral

About Bayinx

  • Rank
  1. Instead of changing the bullet's x value, you should rather either increase the it's velocity or apply an impulse.
  2. [quote name='Kaandimandimanbopbobop' timestamp='1339533366' post='4948622'] Hey. I am working on a 2D Terraria-Like game, and I needed some help with the movement. To handle both collisions and physics, I am using the Farseer Physics Engine. I have two questions, which are probably quite simple. 1. How can I make my character stop moving once the movement keys are released. With the code below, the character still continues to roll: [/quote] As can see in the source code of the Body class there is a method called ResetDynamics(). I believe that this method is the one you are looking for. [quote name='Kaandimandimanbopbobop' timestamp='1339533366' post='4948622'] [left][background=rgb(250, 251, 252)]2. Can I make the character not bounce at all after colliding with a platform? I have set the RestitutionCoefficient to 0, but it still bounces a very small amount.[/background][/left] [/quote] I am not sure about this one, but try also setting the ground restitution to 0. [quote name='Kaandimandimanbopbobop' timestamp='1339533366' post='4948622'] 3. Is there a way to prevent the character from rotating its texture? [/quote] There is a propriety in the class Body name FixedRotation. Set it to true to have the character keep its rotation to 0. Hope this is helpful ;).
  3. Do all the wheel have the same rotation? if so, why not instead only have one wheel and draw it multiple times?
  4. It dependes. Previous to Windows 8, windows forms and other default windows controls used [url="http://en.wikipedia.org/wiki/Graphics_Device_Interface"]GDI[/url]. With WPF and metro apps, Microsoft seems to be favoring DirectX instead. [quote name='Icebone1000' timestamp='1334066226' post='4929900'] That would mean is better activating it in your app isnt it? [/quote] Yeah, hardware acceleration usually has better performance than the software counterpart. You actually don't have to do anything in relationship to the Aero Visual Style, sinse the OS takes care of it. You can try it on the control panel and adjust the settings. Hope this helps ;)
  5. Hi. I think that you are making a mistake :s. You should not have a class cars, but rather have a class class "car" and then have a List<Car> containing all the game cars. Also you are using the foreach currently here: foreach (Cars Cars in parked_Cars) { Cars.Draw(spriteBatch); } Probably i am reading it wrong. That said, Enumerators only make sense in collections nad by looking at the Cars class, i cannot assert that that class represents a single car or a collection of cars.. Also, you can find acomphreensible Enumerator tutorial [url="http://msdn.microsoft.com/en-us/library/9yb8xew9%28v=vs.100%29.aspx"]here[/url]. Hope this helps ;)
  6. You should try using [url="http://monogame.codeplex.com/"]Mono Game[/url]. Many indie developers port their game to Mac using it. That said, i would recommend you to try again to install XNA and visual studio ;).
  7. Hi. First, XNA is a very good choice when developing a RPG. It has already has good [url="http://create.msdn.com/en-US/education/catalog/sample/roleplaying_game"]samples [/url]and [url="http://www.amazon.co.uk/Programming-Studio-Wordware-Graphics-Library/dp/1598220659/ref=sr_1_1?s=books&ie=UTF8&qid=1333716345&sr=1-1"]Book [/url]written on the subject. That said, i would advice you to first get used to the technology. Xna's already provides a strong Main loop and [url="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.idrawable.aspx"]IDrawable [/url]and [url="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.idrawable.aspx"]IUpdateable [/url]interfaces for your needs. I way you spcify your content, looks like you want to create your own. [quote name='Neglected' timestamp='1333712975' post='4928747'] My question is, would we require a game engine for this (it's intended to be a single player RPG though I am trying to convince them to allow you to have peer-to-peer multiplayer), if so what one would you recommend, and, if not, how would we go about organizing the code so it's not too messy? In addition, how would one switch from a 2D perspective to a 3D perspective *cleanly* in DirectX? Part of me thinks about having the 2D perspective transition into black, which a 3D perspective then fades in.. [/quote] You probably will have to write your own game engine on top of XNA. I have never seen a RPG game engine that supports multiplayer. =\. Adding the multiplayer component will be the most challenging. but it should not be difficult to find tutorials on how to do it ;). Also the 3D effect will required you to learn a lot and will also add a new degree of complexity to your game, but its doable ;). My advice is to start by understanding how the RPG sample works and work from there ;). The sample alone is very difficult to program, and it will give you a good understanding of the challenges you will face when creating your game. Hope this helps ;).
  8. [quote name='NDraskovic' timestamp='1333615129' post='4928418'] ... so I want to enable the user to change that file at will and reload it while the game is running ... [/quote] The content pipeline processes the file during the project compilation. Once the file is compiled (the .xnb file) it can't be modified. If you want to change the file in run time, you better reading the file normally using filewriter as other c# applications. [url="http://www.youtube.com/watch?v=uCBcEs39TY0"](Video)[/url] Hope this helps ;)
  9. Hi. The xna's official website has many different samples with code for rendering and manipulating Xbox live avatars. List of samples:[list] [*][url="http://create.msdn.com/en-US/education/catalog/sample/avatar_animation_blending"]Avatar Animation Blending[/url] [*][url="http://create.msdn.com/en-US/education/catalog/utility/avatar_animation_rig"]Avatar Animation Rig[/url] [*][url="http://create.msdn.com/en-US/education/catalog/utility/avatar_animation_pack"]Avatar Animation Pack[/url] [*][url="http://create.msdn.com/en-US/education/catalog/sample/avatar_multiple_animations"]Avatar Multiple Animations[/url] [*][url="http://create.msdn.com/en-US/education/catalog/sample/avatar_shadows"]Avatar Shadow Mapping[/url] [/list] Be aware that the code is only available for XNA (which is a c# game framework) and only runs on XBOX 360s. Hope this is helpful ;).
  10. The reason you had this problem was because when you make the game full screen in XNA, the graphics device will look at the list of refresh rate available in your graphics card, (you can check in in [url="http://GraphicsAdapter.SupportedDisplayModes"]GraphicsAdapter.SuportedDisplayModes[/url]). Sometimes in older graphics cards the result will be ambiguous and it will present the screen black. Using the method above you are forcing XNA to use your predefined refresh rate and not the one in the graphics card ;). Also the "args.GraphicsDeviceInformation.PresentationParameters.FullScreenRefreshRateInHz" was discontinued in XNA 4.0. sorry about that :X . My guess is that the graphics device now sets automatically when it triggers that event based on the value you have set in the initialization. =X
  11. Hi nick me. Try adding this to your program: [code] //After initializing the graphics. graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(OnPrepareDevice); //Add this method also private void OnPrepareDevice(object sender, PreparingDeviceSettingsEventArgs args) { args.GraphicsDeviceInformation.PresentationParameters.FullScreenRefreshRateInHz = 60; / if you are running the game at 30 fps use 30 instead of 60. } [/code] Try adding and tell if it works ;)
  12. Hi. I builded project 15 and it worked correctly in full screen [img]http://public.gamedev.net//public/style_emoticons/default/unsure.png[/img]. Did you downloaded the code from [url="http://www.aaronreed.com/dnn/LearningXNA40.aspx"]this website?[/url]
  13. Hi. XAudio2 is a Microsoft API and is only available for Windows and Xbox games. OpenAl is cross-platform, but is its not always easy to find its documentation on more recent devices. When i was programming on Android i used androids [url="http://developer.android.com/reference/android/media/MediaPlayer.html"]MediaPlayer API[/url]. On the IPhone. mac and other apple devices, i advice you to look at [url="https://developer.apple.com/library/ios/#documentation/MusicAudio/Conceptual/CoreAudioOverview/Introduction/Introduction.html"]Apples' Core Audio API[/url] ;).
  14. I think the question here is the definition of decent. I mean isn't Minecraft a decent FPS? =) My believe is that programming alone is not the real problem. Here is a [url="http://www.amazon.co.uk/Programming-Multiplayer-Direct-Charles-Development/dp/1584503637/ref=sr_1_5?ie=UTF8&qid=1332280392&sr=8-5"]book that explains how to program one[/url] (i have not read it). The real problem of creating a game like bf3 is the assets: the motion caption, the voice actors, the lip syncing software, the 3ds models, etc. Those are the thing that make creating it literally impossible.
  15. This is a very interesting topic. I actually enjoy porting some known games or otherwise open source games to my game engine to see how it would implement its features. That said, some times i start trying to duplicate a game, but i get easily distracted and end up creating something else :x.