• 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

134 Neutral

About Daniel_Whisper

  • Rank

Personal Information

  1. New article, moving on about data structures. Trees and balancing! http://videogamestale.blogspot.com.es/2012/09/data-structures-tree-balancing-headaches.html
  2. Quickest way is to addChild() when you want to add the scene to the stage (remember to set the coords!), and removeChild() when you want it gone. Scenes, therefore, should extend Sprite or MovieClip or so; basically having a huge MC-container for all the stuff in the different scenes. Or what you have is just fine, remember to export for AS3. Couple tips:[list] [*]First add the new scene so it's atop of the stage, then remove the old scene. Doing viceversa will make an ugly effect where there's nothing for a second. [*]The MCs might take time to be added, you might want to control that. [*]Make sure to make the MC instances point null when you're done with them so the garbage collector can free memory! [/list] Another choice is to add all the childs and to have their alpha = 0 unless they are needed. This is quicker for time, but more memory-expensive I think, and besides they have to have a stop button when they're not opaque -- meaning it's not their turn. I was unaware of your AS3 level so I tried to explain as much as possible.
  3. I felt like writing a short story. Not really game-design related, but rather, videogame themed. http://videogamestale.blogspot.com.es/2012/08/writing-world-1-1.html
  4. Continuing the Data Structures Tutorials, here's the new article: Lists (where arrays have no meaning and your whole life is a lie) http://videogamestale.blogspot.com.es/2012/08/data-structures-list-where-arrays-have.html I've also done a bit of redesign on the blog's theme. See if you like it better this way.
  5. Solved it. Thanks! For the record, it was a mixture of that 'contrived example' which was what I had at the moment and some problems with the algorithm itself. So thanks for the help, guys.
  6. Hi, I've recently been trying my hand at Actionscript game programming. Especifically, I want to build random mazes and check whether they have a path from start to end. These mazes, I store them in their Maze class/instances. Of course, this takes time. Not a lot, but it's not immediate either. Looks like Flash won't wait for the maze to be checked though, and continues with other instructions related to using the information from the Maze, which seems to give me a "Error #1009: Can't refer to a null object yadda yadda". Am I right in my suspicions? If so, what can I do? First idea that pops to mind is an event that will be activated when the instance is fully initialized, and off otherwise. Is there anything like that in ActionScript 3.0? Thanks in advance!
  7. Must say, thanks to everyone as I am kind of in the place of OP as well. Followup question: where should I begin learning the more esoteric C++ stuff?
  8. New article, little sneak peak of a project I've done this week, Lavarinth http://videogamestale.blogspot.com.es/2012/08/lavarinth-work-in-progress.html
  9. @Paul: thanks! I've been considering it. Think it would be a good decision? New article! Followup about the queues and priority queues. Also, holidays! So I might just have enough time to update more often ;) http://videogamestale.blogspot.com.es/2012/06/data-structures-queue.html
  10. You could try for an RTS thing like in brutal Legend... Like you have builders to build spawners and resource gathering but you also control a hero in a more extended way and all that. Sounds tough but starting small could work methinks.
  11. [quote name='Cham' timestamp='1338664497' post='4945633'] Thank you for the advice, I started to doubt my choices again. [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img] Quick question though. I haven't seen any high end games made in Python. Sure there are many 2D games but they aren't really professional. C# seems to have so much potential with XNA Studio and all of that. So in your personal opinion is C# better or more equipped for game development than Python? [/quote] Python is great and high-level language, really, but the most times I've seen it used is as exterior libraries complimenting utils for other language-based applications. I might be wrong, but eh. If you still take suggestions, I'm actually surprised nobody suggested plain C as a learning start, maybe there's a secret codemonkey curse around it? But anyway, I'd say it's an easy to learn low level language, so that's a good convo. Still used commercially, and is the basis for C++ and C#. There are quite a bunch of tuts around the web. I could give you a few pointers myself every now and then if you prefer, too. Only setback is that C is useful for core-y stuff, not really object-programming, graphic interfaces and stuff. Still, good to "learn how to program".
  12. Geez, it's been a while, sorry. Double update though, soft introduction to data structures, specially the stacks, with a c++ implementation. http://videogamestale.blogspot.com.es/
  13. I totally forgot to update the blog this Sunday! At any rate, here's the new article. http://videogamestale.blogspot.com.es/2012/04/thornbow.html I wanted to show with a little example the importance of consistency throughout storytelling in general, in particular videogame storytelling.
  14. The way I see it, changing the perspective is just an output thing which should not affect the data storing or interaction too much, so what you've done so far is compatible, it seems. Of course, the simplest way of making an isometric projection is flipping the board's perspective 45 degrees. Therefore you'll need some way to rotate all the elements and place them logically. In other words, you'll have to build a rotation matrix method to flip the images, and remember that some sprites from the objects on the tiles may get in front of some others. All this of course you must also keep in mind, as clicking a tile, for example, won't be as easy as mapping a square and link it to a tile. Even though it's internally just like that, the output becomes a rhombus, and the input (users) will act accordingly with what they see. All in all, it's not that complicated compared to other graphic transitions, but I really recommend knowledge of Linear Algebra and 3D Vision and Projection if you want to change perspectives all by yourselves.
  15. New article, finishing the basics of UML. Here I talk about a pack of behavioural models, the Sequence, State and Use Case, ending this tutorial. I believe it's still useful to learn about them even if they may sound basic. http://videogamestale.blogspot.com.es/2012/04/uml-or-standard-doodling-methodology_15.html