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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 Johnell

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  1. How is it done if I want to link my project to some 3rd party library/framework? If I'm using SDL for instance.
  2. If I decide to use a text editor like vim or emacs for coding, what is the best way to compile a C/C++ program with multiple files? Is makefiles the way to go or is there some alternative?
  3. What is the best way to create enemies in a tile based side-scroller game? I can think of 2 different ways. Either manually place enemies on the tilemap or random their position.    If I random their position I have to check for collision. If I manually place them I can make sure they never collide with an object. What's the best way to do this?   I am using http://www.mapeditor.org/ to create my tilemap.
  4.   "I suggest you keep your camera position as the center point of the camera." Hmm, not sure I follow. Isn't the camera view camera.x + camera.width and camera.y + camera.height? Also I'm not sure I entirely understand the difference between world position and screen position.    Say object A and B is at (50, 50)    If I draw them like this:   A.draw(50, 50); B.draw(50 - camera.x, 50 - camera.y);   A will be at (50, 50) within the screen all the time. B will be drawn at (50, 50) world position. Is the coordinates within the screen always the same?
  5. I am currently centering the player this way:   player.draw(playerX - cameraX + (screen.width/2), playerY - cameraY + 240);     This do indeed work, although i'm confused as to why it does. Since playerX = cameraX I am just drawing it at screen.width/2. Say screen.width/2 is 400px. If cameraX is at 800 the player will still be drawn at 400px, yet still be centered in the screen. Why is that?
  6. So instead of moving the player I should move the camera and just center the player in the camera?
  7.   I wanna know how I can keep the player centered on the screen while moving him. I need the camera to "follow" the player so the camera's position is updated, but I dont know how I can accomplish this.
  8. I understand how to render objects relative to the camera. I'm not sure how I get the camera to follow the player, while keeping him centered.
  9. I am gonna make a 2D scrolling game, kinda like Mario. What is the best way to move the screen? Move the player and update the camera accordingly or move the entire screen and let the player stay still?
  10. When should human readable format be used over binary and vice versa? If I want to send multiple variables in readable format, should I use something like XML or JSON to easily parse it?
  11. What exactly is the standard format of sending and receiving messages through a socket? Send everything as a big string and parse with regex, send everything as binary? What are the format on messages sent with FTP or HTTP?
  12. What multithreading library would you recommend for C++? POSIX, boost?
  13. What kind of projects would allow me to focus on multithreading, while still building something?
  14. I'm looking to make a little game project of mine and could use some advices.   I'll be using C++ and i'm aware of both SFML and SDL. Are there any other good 2D libraries out there for C++ that I should know of? Secondly, I wanna learn more about multithreaded programming so I want to make a game that would force me to use this.   Any advices on a game project  and what 2D library to use would be appreciated. 
  15. Ok, great. Now to the second problem. Say 3 clients is connected to a chat room. Client 1 want to be able to only talk with client 2. Do the messages between client 1 and 2 also go through the server, or is a separate connection between client 1 and 2 established?