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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 MotorBully

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  1. [size=4][sup]Using your brain and Viewing the requiring of the players can greatly lead you to creat a fun and enjoyable game !!Friends[/sup][/size]!
  2. Doing the c++ programming exercises everyday is surely boring!!!!once you learn a chapter , you should try to find some interesting problems and use the c++ to solve it, this will make you to be interested in C++ and also develope your thinking,your speed of study will going throw the roof.[img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  3. "C++Primer" is pretty good.Although the Author is sometimes wordy,it's surely detailed and careful.C++ can be used to the large game programming for it's fast operation efficiency.Jave is easy to write and learn,but i think it's suitable to the mobile phone game.You know whatever SDK or language you like,the game programming is the same.If you are in command of one language , another will be easily to learn.
  4. I suggest that you should read the book which called "Windows Game Programming Gurus".It includes many skills of how to make a whole PC game such as 2D and 3D technology,sound inserting and so on.The DirectX is surely the first selection you should conside .If you decide to make the game ,you must stick to it.
  5. "vector"!That's a good method ,i have already forgot it.I should spend some times learning it again.
  6. Thanks, "i"is sure a small accident,but it is not the main problem,i still not find a correct method to add a line to this dynamic array.The old method is worse.
  7. I try to compile that and run the program, but the program always fail to work.,why could be that?
  8. The question is the same as topic.Here is the first code[code]#include <iostream.h> void main() { int m = 3 ,n =2,i,j; int **data = new int*[m]; for(i=0;i<m;i++) { data[i] = new int[n]; } for(i =0;i<m;i++) { for(j= 0;j<n;j++) { data[i][j] = i*j; } } for(i=0;i<m;i++) { for(j=0;j<n;j++) { cout<<"data["<<i<<"]["<<j<<"]="<<data[i][j]<<"\n"; } }[/code] then ,i want to add a line to the "array"(a array) and give the number to this line which is [code] m = m+1; for(i=0;j<n;j++) { data[m][j]=(m+2)*j; }[/code] Is that adding "m += 1" to the code right?
  9. Yeah,Satharis's word was quite right.To be a modest person,and you will get a wide road to walk on. But if you have nothing special , i suggest you ?learn more.When you make some good friend who is good at what you sign,you can try it.
  10. XNA must be your choice if you haven't got enough time.But, if you both love to make game by pure code and have got enough time to study ,I think C++ and DirectX are the best choice.
  11. First,you must be sure that there has no problem in your code.The key is your algorithm.If your want to make a Physics Class game,your have to think about the Range Problem,you cannot let your dog jump or fly too fast to show it within the scene.The friends on top of me mentioned Direction Problem,but he hadn't solve the problem that the dog fly too fast or breaking of gravity and so on.I can give you a current idea,here is my code [code]//This is the unreal code if(the dog.y >= ceiling) { the dog.y = ceiling +- the dog.height; the dog.v -= the dog.v; } //and you can according to this concept,add wall or floor; [/code] How to deal with the gravity,the gravity is closely linked to the floor. If the dog fall to floor,dog cannot fall under the floor ,so you must add some code to that.The gravity must be remove,and the dog's place must be on the floor when it's under floor. I haven't got any related code in my computer,but you can refer to my concept.
  12. Collision Detection is very important to the Flash! Now , i have been making a game about basketball,but there is a big skill problem blocked my game development which is about the collision detection algorithm of two balls. I have defined the name "ball" and "balll".They are all from Ball Class.Ball Class have got the Attribute ,such as ball.vx,ball.vy,ball.radius,ball.v; Here is my code [code] sina = (ball.y - balll.y)/(ball.radius + balll.radius); cosa = (ball.x - balll.x)/(ball.radius + balll.radius); distance = Math.sqrt((ball.x - balll.x)*(ball.x - balll.x) +(ball.y - balll.y)*(ball.y - balll.y)); if (distance <= (ball.radius +balll.radius)) { v = Math.sqrt(ball.vx * balll.vx + ball.vy * balll.vy); ball.x = balll.x+cosa*(ball.radius+balll.radius); ball.y = balll.y+sina*(ball.radius+balll.radius); ball.vy *= 0.8; ball.vx *= 0.4; ball.vx = (v * cosa); ball.vy = (v * sina); balll.vx = -(v * cosa); balll.vy = -(v * sina); }[/code] Now , if the speed of ball is so fast , two ball will l overlapped together and they will not move or move slowly.How can i solve this problem?
  13. Good, The heaven for beginners!
  14. Sorry,I think i [color=#000000][font=Arial]give an irrelevant answer,and add a new question.But they are looked same.You can refer to it or ignore it.[/font][/color]
  15. It looks like PhysicsEngine in game,about the [left]collision detection.[/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3]Last month,[/size][/font][/color][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3]I had the same problem as you .Now,i still not solve this problem,i think that it surely not easy.[/size][/font][/color][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3]If the thing is ball,you can use my code.[/size][/font][/color][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3]I'm not sure this will help you a lot.But ,we are in the same problem ,i'm very happy to share that.[/size][/font][/color][/left] [left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3]This code use the ActionScript in Adobe Flash.[/size][/font][/color][/left] There are two balls,one called ball,the other is balll.(not the same). [code]function onEnterFrame(e:Event) { ball.y += ball.vy; ball.x += ball.vx; balll.x += balll.vx; balll.y += balll.vy; sina = (ball.y - balll.y)/(ball.radius + balll.radius); //their sin corner and cos corner (Rectangle Function) cosa = (ball.x - balll.x)/(ball.radius + balll.radius); distance = Math.sqrt((ball.x - balll.x)*(ball.x - balll.x) +(ball.y - balll.y)*(ball.y - balll.y)); //this is the distance between two balls if (distance <= ball.radius +balll.radius) { double v; v = Math.sqrt(ball.vx * balll.vx + ball.vy * balll.vy); ball.vx = (v * cosa); ball.vy = (v * sina); balll.vx = -(v * cosa); balll.vy = -(v * sina); } }[/code] My problem is that if two balls overlap,the ball will not move , i can't find a good formula to not not let them overlap when "distance == ball.radius+balll.radius", My idea is if (distance <= ball.radius +balll.radius) { Remove two ball to the position where they crash.//it will be seen that they are not overlap . ......... } But i cannot do it!It is still a question.