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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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  1. Nope, no reason, I'm pretty inexperienced with this haha.
  2. I'm having issues with the way that I'm loading my images in Android, this is the way I'm doing it just now. [CODE]try{ AssetManager assetManager = context.getAssets(); inputStream = assetManager.open("blackcat.png"); cat = BitmapFactory.decodeStream(inputStream); inputStream.close(); inputStream = assetManager.open("Jellyfish1.png"); jellyfish = BitmapFactory.decodeStream(inputStream); inputStream.close(); inputStream = assetManager.open("/Dog.png"); bigdog = BitmapFactory.decodeStream(inputStream); inputStream.close(); inputStream = assetManager.open("exit.png"); exitTile = BitmapFactory.decodeStream(inputStream); inputStream.close(); inputStream = assetManager.open("kitchen.png"); background = BitmapFactory.decodeStream(inputStream); inputStream.close(); inputStream = assetManager.open("endscreen.png"); gameover = BitmapFactory.decodeStream(inputStream); inputStream.close(); }catch(IOException ex){}[/CODE] Any help would be massively appreciated as I'm pretty stuck for what to do now.
  3. I need a little help with C++, it's probably just something stupid that I'm doing. Basically, I'm trying to find the max/min value of something, call it in another function and use it. That's all fine if I'm doing it for just one thing but if I'm calling it more than once for more than one thing then it messes up. In this case, I'm using it to find the max/min values of the vertices of a model so that I can make a bounding box for collision detection but they just end up being the same, even when I reset the max/min to zero before calling it again. It works fine if I draw a box inside the class that the max/min is found but i can't use that for collision detection since it's a model class that I have and I'm calling the specific models from my main class to get the vertices co-ordinates so that I can check for collision detection. MD2Model.cpp [code] void MD2Model::RenderFrameItp() { *removed code* /* Draw each triangle */ for (i = 0; i < mdl.header.num_tris; ++i) { /* Draw each vertex */ for (j = 0; j < 3; ++j) { pframe1 = &mdl.frames[currentFrame]; pframe2 = &mdl.frames[nextFrame]; pvert1 = &pframe1->verts[mdl.triangles[i].vertex[j]]; pvert2 = &pframe2->verts[mdl.triangles[i].vertex[j]]; /* Compute texture coordinates */ s = (GLfloat)mdl.texcoords[mdl.triangles[i].st[j]].s / mdl.header.skinwidth; t = (GLfloat)mdl.texcoords[mdl.triangles[i].st[j]].t / mdl.header.skinheight; /* Pass texture coordinates to batch */ triangles->MultiTexCoord2f(0,s,t); /* Interpolate normals */ n_curr = anorms_table[pvert1->normalIndex]; n_next = anorms_table[pvert2->normalIndex]; norm[0] = n_curr[0] + interp * (n_next[0] - n_curr[0]); norm[1] = n_curr[1] + interp * (n_next[1] - n_curr[1]); norm[2] = n_curr[2] + interp * (n_next[2] - n_curr[2]); triangles->Normal3fv(norm); /* Interpolate vertices */ // Doing these scaling operations *every* refresh is *very* wasteful // Should do all the scaling calculations once only, when loading the file v_curr[0] = pframe1->scale[0] * pvert1->v[0] + pframe1->translate[0]; v_curr[1] = pframe1->scale[1] * pvert1->v[1] + pframe1->translate[1]; v_curr[2] = pframe1->scale[2] * pvert1->v[2] + pframe1->translate[2]; v_next[0] = pframe2->scale[0] * pvert2->v[0] + pframe2->translate[0]; v_next[1] = pframe2->scale[1] * pvert2->v[1] + pframe2->translate[1]; v_next[2] = pframe2->scale[2] * pvert2->v[2] + pframe2->translate[2]; v[0] = v_curr[0] + interp * (v_next[0] - v_curr[0]); v[1] = v_curr[1] + interp * (v_next[1] - v_curr[1]); v[2] = v_curr[2] + interp * (v_next[2] - v_curr[2]); [b]if(v[0]>vertMaxX) {vertMaxX=v[0];} if(v[0]<vertMinX) {vertMinX=v[0];} if(v[1]>vertMaxY) {vertMaxY=v[1];} if(v[1]<vertMinY) {vertMinY=v[1];} if(v[2]>vertMaxZ) {vertMaxZ=v[2];} if(v[2]<vertMinZ) {vertMinZ=v[2];}[/b] triangles->Vertex3fv(v); } } triangles->End(); triangles->Draw(); } [/code] Returning of vertex co-ordinates [code]float MD2Model::getModelMinX() { return vertMinX; } etc until vertMaxZ [/code] Test function in game.cpp to get co-ordinates [code] std::cout << "Pmin x: " << playerModel.getModelMinX() << std::endl; std::cout << "Pmax x: " << playerModel.getModelMaxX() << std::endl; std::cout << "Pmin y: " << playerModel.getModelMinY() << std::endl; std::cout << "Pmax y: " << playerModel.getModelMaxY() << std::endl; std::cout << "Pmin z: " << playerModel.getModelMinZ() << std::endl; std::cout << "Pmax z: " << playerModel.getModelMaxZ() << std::endl << std::endl; std::cout << "Bmin x: " << buildingModel.getModelMinX() << std::endl; std::cout << "Bmax x: " << buildingModel.getModelMaxX() << std::endl; std::cout << "Bmin y: " << buildingModel.getModelMinY() << std::endl; std::cout << "Bmax y: " << buildingModel.getModelMaxY() << std::endl; std::cout << "Bmin z: " << buildingModel.getModelMinZ() << std::endl; std::cout << "Bmax z: " << buildingModel.getModelMaxZ() << std::endl << std::endl << std::endl;[/code]