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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. Well good news for you is that Java is completely free and there are some very nice editors you can use too such as Eclipse. But since you're a novice to programming in general, perhaps starting with Java might be a little overwhelming for you. If you want to use Java, you should first get a book and learn the very basics. Java is an OOP language which will force you to use classes; other languages such as ActionScript are less strict and allow you to code procedural. That last sentence probably doesn't make much sense to you at the moment. If you are really serious about doing it though, I suggest getting a few good books on your language of choice, such as Java, and begin making basic scripts. Once you get the basics down, you can begin diving into deeper waters and experimenting. If you just try and make a game before learning any of the basic syntax and ideology behind the code, you will end up in a confused and stressed mess.
  2. [quote name='CoryG89' timestamp='1337972298' post='4943317'] OK, thanks that is the answer I was looking for. Looks like something like that will run me about ~$60/month. I have a dual-boot system on my laptop, running both Windows 7 and Ubuntu 12.04. If I wanted to host it on my own linux box then there would be no need to install apache or anything like that. I can simply run the program from any location on my drive and keep it running hosting it on my own computer that way? [/quote] You can easily get a $10/month non-managed VPS . You just have to install everything and configure it all with probably very minimal support apart from reboots.
  3. Do you mean Java or JavaScript (they're two very different languages). Java is usually used with the Eclipse IDE, so maybe that's what you mean. You can make a game with either programming languages.
  4. Yeah, but does anyone know a good way of converting a map designed out of Flash Movieclips into something the server could read? I did code up a mock solution today and create a two dimensional array of the possible paths the monsters can follow which worked OK. Only problem is things like monsters falling to the ground from ledges, I need to design something which when a monster enters too close to a cliff, they will follow the path that takes them to the ground. Hmm.
  5. I am creating a Flash mmorpg game where the players move around on a 2d map which is basically made up of different movieclips. The client side uses collision detection such as hittestpoint and some other boundary checkings. This is all been coded and works fine so I decided to move onto server side of things and I have made it so multiple clients can interact with each other but I don't think I'm doing it right. For the server-side, I have no idea how to convert my game map so that the server side can read it and use it to consider the data being sent from the client. For example, I want to have monsters spawning on the game and they need to be controlled by the server so that all players connected on the same map see the same movements. But how do I make it so that the server knows the map boundaries in order to generate the correct positions to make the monsters move relative to the map they're on? I did come up with one solution- which was to have a client host the monsters and send the data to the server which would then be relayed to all other connected clients to update them. When the host disconnects, another client is chosen as host and they then send out all the monster data. Of course, there are a lot of problems with this: CLient lag, client manipulation of the monster part, lots of bandwidth being used by the client on their end, the server having to send and receive lots of data. I was just wondering if you guys had any experience in this type of game construction and what possible solutions I could use. My main problem really is converting my game level map into something the server can read so that it can reconstruct the boundaries and limits.
  6. Thank you! That sounds really useful! I will check it out
  7. I've managed to come up with a solution and character movement is now synced pretty much in real time. The only problem, as you say, is bandwidth. At the moment it is sending movement data for x and y positions every time it changes, which is probably not a very practical solution. I made it so it doesn't send any data if it doesn't change, but even so, it doesn't seem to wise to be sending and receiving lots of data. In terms of cheating, I will do calculations server-side, so it say a players x position is 200, and then suddenly it jumps to 1000 without any skill being used, then its obviously not going to be allowed. Interesting you say to send key presses- but to me its not going to sync 100%, which is pretty vital in my game. It probably wouldn't make too many errors, but every now and then you probably would get a character a couple of pixels off where he/she should be, and then sending out a resync would just look weird if the character suddenly jumps back a couple of spaces. I've also been working on monster movement sync- so that the monsters position are the same for all clients. This meant having to store the monsters server-side and every time they moved, update all connected clients. I decided that instead of putting the game logic on the server, such as map coordinates and other variables that would be a pain to code, to have a host client, which would be the host for the monsters movement and send that data to all other clients. If the host disconnects from the server, another host is chosen from the client list by the server and he will then be responsible for monster movement. Its not the perfect solution and really needs some more optimisation, especially if there is like, 50 monsters on one map. I may end up sending an array of all monster movement at a time instead of sending each individual monster's movement. Anyways, if you guys have any other solutions that can be used I'd be greatful. I'm not too concerned about hacking the game client at the moment, just more getting things to work and optimised.
  8. Hi all, Please bare with me with this topic as this is quite new to me. I've basically created a 2D sidescroller game and working on the networking side of things. I was wondering what would be the best way to implement movement of other characters. Since when a character moves, I can send data across my socket and my socket then sends it to all clients to be updated but I'm unsure on what I should be sending. For example I could do: 1) Send Key presses. So if a client press their left key (making their character move left) I send that command to all other connected clients and that character then moves left until they send the command that they have stopped pressing the left key. The issue I see with this is that each client may have a different FPS and the placement of each character might be different after a while and end up making the characters be in positions they are actually a 100 or 200 pixels off. the other option would be to somehow calculate the distance the client moves when they press their left key and then send that data to all clients. 2) User moves left 10 pixels send that data to the other clients and move the character 10 pixels. There are a few issues I see with option 2- how often and frequently should you send data across? For example, my character could be pressing left for 10 straight seconds and obviously I shouldn't wait until that user has finished the operation to update all other clients so I will need the socket to update the clients as the character is moving. I use an ENTER_FRAME event listener and so I could send socket data ever frame entry but that just seems excessive and I was wondering if there is a better way to work this out. Any help would be greatly appreciated on this subject.
  9. I'm not quite sure what you mean. Can you explain a little better please?
  10. Hi there, This has been puzzling me for a while and I have done lots of searches and have come across lots of interesting stuff but I feel like I'm diving into something that I don't understand. My game is currently a 2d sidescroller where Movieclips on my map can be represented as blocks for the character to stand on and jump off etc. I want to add in slopes so that the player can press their arrow key and walk up a slope and/or walk down a slope. I don't really care for rotation of the character (like sonic) but more like maplestory where the character just walks down the stairs verticly. First off, I'm using ActionScript 3 and my code to check for blocks and such is pretty simple: [CODE]if( (char.x+10 > blockO.x) && (char.x-10 < blockO.x+blockO.width) ) { if( (char.y <= blockO.y) && (newY > blockO.y) ) { // Character is on top of a block so we stop him } } [/CODE] Forgive my hardcoding of values, this is merely just for testing purposes. This works fine for simple rectangle blocks and such and now I'm wondering how to do slopes. I've read a lot about physics engines and vectors and using other methods but they don't feel properly explained and I feel like I'm jumping into something that I really should be understanding. I don't want to use a physics engine like box2d, I just want to understand how slows work. I don't mean to be pedantic, I just really want to understand how my game works. I assume my character needs to know where he is on a slope, but I'm unsure of how to test this. I could create a movieclip with slanted line, but I still am not sure how to detect when my character passes the line. I could use hitTestPoint but I was wondering if there are better ways than this. Assuming I can figure out when my character is on a slope, I then need to know how to judge how to either allow the character to move up it or down it depending on the slope. I've seen this level editor here of creating maps for maplestory game: http://www.youtube.com/watch?v=_Wpc1c7syTA And I notice that lines are made over the sprites for where the character can walk. How would one go about doing something like this? What do you call this kind of ... level making I guess? Vertexes? Any help on this at all would be greatly appreciated!
  11. Thank you for your response! I just wanted to make sure that when I come to these pitfalls, that there are viable solutions that can work around them XP
  12. Hi guys, I'm currently about to start on a new MMORPG 2-D game. Whether it will turn into anything at this moment in time is another question, but I'm interested in how the best way to develop it. Most MMORPGs I've played make you download giant sized files that contain the game's assets, likes images, maps, items and all that stuff. My question is, how would a Flash MMORPG do the same on the same scale? For example, my game might have thousands of images for skils and sprites and that kind of thing. I don't see too many players waiting around to load a flash client that is that big so I'm thinking that perhaps you load the content as the user comes across it (as opposed to all at once). I'm just looking for any insight on how this is achieved. Thank you!