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      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 PsionicTransvection

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  1. So here is the thing I`m working on a small game which it looks like this [img]http://public.gamedev.net/uploads/monthly_08_2012/post-195425-0-37618500-1345207703_thumb.png[/img] there are 2 tanks shooting at each other in turns and you are supposed to change the angle (moving arrow up or arrow down) and the power with which the projectile is flying (holding down the space the longer you hold the more power the projectile gets). So far managed to make a small figure moving around the screen and shooting but until this point I made it shoot only in a straight line searched a lot of links and videos about this problem I found the formulas needed for calculating the curve but still have problems applying it in my code :/ I`m open to any suggestions or criticisms I`m sure I`m doing something wrong all advices and code examples will be gladly appreciated looking forward for your posts I really need help with the parabola problem . Here is the shoot method which makes the projectile move it`s a rectangle : (sorry for not putting the code in tags for some reason when I do it does not print the whole code) public void shoot() { if (shot) { bullet.x -= 5; bullet.y--; System.out.println(bullet.y); if (bullet.x <= 0) { readyToFire = true; System.out.println("Boom"); boom = true; //power = 0; } } } I also attached a rar with the whole code so far it`s only 2 classes it`s not much
  2. [CODE]import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import javax.swing.*; public class View extends JFrame implements KeyListener { JPanel jp = new JPanel(); JLabel jl1 = new JLabel(); ImageIcon img = new ImageIcon(getClass() .getResource("/images/Standing.png")); static int Xposition = 0; static int Yposition = 300; public View() { setTitle("GG"); setSize(800, 600); setResizable(false); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setVisible(true); jp.setLayout(null); setLocationRelativeTo(null); jl1.setIcon(img); jp.add(jl1); jl1.setBounds(Xposition, Yposition, jl1.getIcon().getIconWidth(), jl1 .getIcon().getIconHeight()); add(jp); validate(); } public static void main(String[] args) { View view = new View(); } @Override public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); } @Override public void keyReleased(KeyEvent e) { } @Override public void keyTyped(KeyEvent e) { } }[/CODE] once I have loaded an image into the JFrame how can I make it move with the arrow keys I saw some tutorials how to do it if you draw a figure yourself but how to do with an actual image you have loaded ?
  3. fixed it had to import the images through Eclipse omg
  4. any other ideas ?
  5. same thing
  6. same exception different line in another program I have done the assignment the same way outside the constructor checked path everything still getting the NullPointerException
  7. [CODE]import javax.swing.ImageIcon; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JPanel; public class View extends JFrame { JPanel jp = new JPanel(); JLabel jl1 = new JLabel(); ImageIcon figure = new ImageIcon(getClass().getResource("/blank.png")); // I get the exception here public View(){ setTitle("test"); setSize(800, 600); setResizable(false); setVisible(true); setLocationRelativeTo(null); jl1.setIcon(figure); jp.add(jl1); add(jp); jl1.setBounds(0, 0, jl1.getIcon().getIconWidth(), jl1.getIcon() .getIconHeight()); validate(); } public static void main(String[] args){ new View(); } }[/CODE] for some reason I can`t fetch the image and the path and name is correct checked it several times and the funny thing is I`m doing it by checking some old code of mine and there is working perfectly ... This is the exception I get any Ideas ? Exception in thread "main" java.lang.NullPointerException at javax.swing.ImageIcon.<init>(ImageIcon.java:167) at View.<init>(View.java:14) at View.main(View.java:30)
  8. Could you tell me which one is better to use ?
  9. thank you for shedding some light on mu incompetence can you suggest me some more reading about it or give a some very simple example e.g. some chunk of code
  10. So my question is when you make some 3D model or some 3D animation on let`s say 3D studio max and after that when you export it or something how do you actually connect it the source code of the game ?
  11. UDK

    I just have a question about the UDK. Is it considered an industry standard of some sort ? Are there companies making games entirely on UDK or they are just using the Unreal engine sorry for the relatively stupid question but I`m curious.
  12. can you guys give me a simple example a chunk of code for what complex numbers can be used ?
  13. Yeah I know that video game development is not easy at all but I have to start from somewhere
  14. Hello there sorry for the silly question but I prefer some advices than just going ahead. Recently I started learning how to make simple 2D games. First one I made was tic tac toe and then I started working on pong but it`s not finished yet. I`m pretty much aware that math is quite an important part of video game development and I just want to ask you guys which branches of mathematics are the most vital ones when it comes to 2D game development .. Let`s say for example a simple side scrolling game with a very basic physics engine. And what math/physics will it be required in order to . let`s say make it smoother and with better physics , sorry again for the lame question it`s just I feel quite confused atm.Really looking forward to your replies !
  15. I wrote a class that is suppose to draw a red rectangle in a JPanel with and the background of the panel is suppose to be black here is my code [code]import javax.swing.JFrame; import javax.swing.JPanel; import java.awt.Color; import java.awt.Graphics; public class View extends JFrame { private JPanel panel = new JPanel(); public void paint(Graphics g) { g.setColor(Color.RED); g.drawRect(20, 50, 100, 100); } public View() { setSize(640, 480); setResizable(true); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setLocationRelativeTo(null); setBackground(Color.BLACK); panel.setSize(640, 480); panel.setBackground(Color.BLACK); panel.paint(null); this.add(panel); } public static void main(String[] args) { View view = new View(); } }[/code] and here is what I get as a result there appears to be some glitch in the background [attachment=7847:WTF.PNG] (this is a screen of the gui from my code not a minimized Eclipse) and here is how it is without the paint method it does as it suppose to making a window with a black background [attachment=7848:without paint method.PNG] Is it something wrong with my code that it does like that or there is something wrong with my computer ?