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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.

flembobs

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  1. I recommend Pygame (http://www.pygame.org). It's a great library that is very easy to use. There's a lot of documentation, including a few free books, to get you going.
  2. My personal favourite is pygame. http://pygame.org/news.html But if you want Java, [i]slick[/i] is a good framework. As far as I know you can create applets with it. [url="http://slick.cokeandcode.com/static.php?page=about"]http://slick.cokeand....php?page=about[/url]
  3. Success! [img]http://i.imgur.com/B7fGx.png[/img]
  4. BYOND may be what you're after. (http://www.byond.com/) It's an engine geared around making 2D online tile-based RPGs easily (though it has been used to create all sorts of games). It handles the tile-based mechanics and all the netcode - meaning you just have to build your world. The language it uses is intuitive and there's a great community for code problems.
  5. [quote name='way2lazy2care' timestamp='1333026440' post='4926325'] With the scope of what we know about the project, a graph may be overkill. It would be more fun to implement imo though :X [/quote] The game I'm making is a simple, no-frills perfect maze game so I think graphs may indeed be overkill. I think they may be useful for something like a rogue-like, which is something I'd definitely like to program in the future but for now I'll keep it simple.
  6. [quote name='Expert Novice' timestamp='1333001932' post='4926230'] Um I don't know why anyone hasn't mentioned to use one 2d array of tilegraphics, one 2d array of N-S walls, and one 2d array of E-W walls. [/quote] The idea of storing n-s and e-w walls in 2 separate 2D arrays is interesting! Even with graphs there still seems to be the problem of having to store each wall twice (or pointers back and forth between neighbours). I think this method will avoid that. Cheers!
  7. [quote name='way2lazy2care' timestamp='1332964307' post='4926095'] You could set it up as a graph. Each node would have a N/S/E/W neighbor pointer, and anytime a pointer is null there would be a wall there. You could extend it to have any number of neighbors and then you could generate mazes with very odd geometries, but that might not really be useful atm. You could check out the Boost Graph Library in C++ if that sounds interesting to you. [/quote] I've read about graphs, and it does sound like a good solution. One thing I don't understand is how to prevent cells from overlapping. I want to make a simple 2D maze. Perhaps there's some way to combine the grid method and the graph method?
  8. Most languages have online documentation detailing the built-in functions and included libraries. For example, the java docs can be found here: http://docs.oracle.com/javase/1.5.0/docs/
  9. I'm building a simple 2D maze game using pygame. I'm not sure what would be the best data structure to represent the maze itself. So far I'm using 2 classes, [i]Cell[/i] and [i]Grid[/i]. The Grid class is a 2D array of Cells. Each Cell contains 4 variables: [i]w_n w_s w_e w_w[/i], which are boolean flags indicating whether there is a wall in that direction. One problem I can see is that each wall is stored twice e.g. one Cell with w_e set true requires a neighbour with w_w set true. This makes setting the walls up inefficient as when I remove a wall in one cell I have to remove it in its neighbour's as well. Is there a better way to represent the maze? (I'm sure there is...)