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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 marcjoel

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  1. I got the Clearance-based Path finding. BUT the agents/units there are always square. 1x1, 2x2, 3x3.. What if I have 2x3 or 2x4 agent/unit?
  2. Hmmm, so basically, A* tile map 01 for HERO, A* tile map 02 for monsters with 3 by 3, A* tile map 03 for monsters with 4 by 4. hmmmmmm. then i will update those 3 tile maps based of their summation? so that no one will be overlapping anyone?
  3. First of all, I already know A* algorithm. I would like to make/test a walking hero character on a map made in a level editor(also made by me). What I have done before is manage to walk my hero on a map with the given information: -Texture tile size is same as A* tile size. -The hero stands on 1 A* tile. That's a bit straight forward isn't it? It's just applying the A* algorithm posted in the tutorials found in the internet. [size=5][b]My problem is..[/b][/size] Given: -Texture Tiles: 100 x 100 pixels (the actual texture that will be rendered) -A* Tiles: 25 x 25 pixels (determines whether walkable or unwalkable) (4 by 4 A* tiles in 1 texture tile) -Hero character eats 2 by 2 A* tiles (that's 50 x 50 pixels) -Monsters eat different amount of A* tiles like a big one stands on a 5 by 5 A* tiles while a smaller one on a 3 by 3 A* tiles. How to go with this?
  4. that's the position/movement,but when to shoot?
  5. is this the way the jamestown made?
  6. Hello guys! I'm thinking of making a bullet-hell game like Sky Force or Jamestown. My question is how do you create the levels? What I mean is how is the level data structured or how will be the level editor look like for games like this? This is my first time to hit this game genre.
  7. GetTickCount() is a low resolution timer. Here, I have a class that uses HIGH RESOLUTION TIMER. [source lang="cpp"]// -- timer.h /** * A high resolution timer class. */ class Timer { private: LARGE_INTEGER mFreq; LARGE_INTEGER mStart; LARGE_INTEGER mEnd; double mElapsedTime; public: /** * Constructor. */ Timer(); /** * Destructor. */ virtual ~Timer(); /** * Marks the timer. */ void StartTimer(); /** * Gets the elapsed time in milliseconds. * @return Time in milliseconds. */ double GetTimeInMillis(); }; // -- timer.cpp Timer::Timer() { QueryPerformanceFrequency ( &mFreq ); } Timer::~Timer() { } void Timer::StartTimer() { QueryPerformanceCounter ( &mStart ); } double Timer::GetTimeInMillis() { QueryPerformanceCounter ( &mEnd ); mElapsedTime = ((mEnd.QuadPart - mStart.QuadPart) * 1000.0f / mFreq.QuadPart); return mElapsedTime; }[/source]
  8. try Popcap's Game Framework.
  9. Make a base class of the States, let's say class BaseState. then inherit every state in it. for example: class MainMenuState : public BaseState. then make a class that handles the state, i.e. class StateManager. This class will just have a pointer to a BaseState. Register your real states to this manager then act accordingly. Heres a sample code. class BaseState { public: virtual void Update() = 0; }; class MainMenuState : BaseState { public: void Update(); }; class StateManager { private: BaseState* current_state; public: void SetState(BaseState* state) { current_state = state; } void UpdateCurrentState() { current_state->Update(); } }; Something like that [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I hope it helped you [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Good day!
  10. I got your point guys. Thanks for your opinions/suggestions.
  11. Ahh I see you point. I'm just wondering how this "KonsolScript" got its community? Im not being sarcastic here, I'm sorry. It's just that I'm not good in english. Anyways, hmmmm.. So you're telling me that there are no other benefits here aside from just learning to make one? Are there still any other options?
  12. I actually made the game engine though it needs some adjustments and tweaking. as for the ide and vm, not yet. as well as the compiler. Yes I agree with you that it's hard to sell tools today. But do you think I can at least manage to build a community(considering I give it for free) and use it for my upcoming games? You know, the advertising and marketing stuffs. It will be easier to announce games to the audience if I have a community right? hmmmm..
  13. Hi to all! First of all, I would like to introduce myself. I'm Marc, a game developer since 2009. I have made my own 2d game engine(not like game maker that has its own scripting and editor) using C++ and directx 9/openAL. Now, what my plan is to make my own Compiler that compiles my own scripting language that accesses my game engine. Those scripts are written in my own IDE which can directly run the compiler and launch the game. My current purpose here is to help my friends(game designers) to make games they design without learning C++. BUT there are game engine there that is far better than mine(i.e. mine is only for 2d). So what features can I add or should I say, what can be the selling point of this package I'm planning on. Since developing these stuffs will eat lots of my time and effort and I don't want to reach the end and tell myself, "wow! I wasted all that time and effort for this crap! and there's no way this can compete with others". What do you think guys?