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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 drharv

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  1. I have programmed business software for a while and have decided to try making a game. I get stuck a lot because I worry that I may not be doing something the "best" way. After searching, I am still stumped on the best way to solve the following 2 problems. 1) I have a randomly generated map. After the map is generated, I generate 2 arrays to keep track of spots where sides and corners should blend from 1 tile to another. While painting, I paint the background and then paint any transitions. The arrays store an offset to determine which transition to paint. [img]http://i.imgur.com/MjKze.png[/img] This works, but I hit a problem when transitioning and collision detection. You can see here that my guy is "floating" in sand because the actual tile at that location is water. [img]http://i.imgur.com/kBTyD.png[/img] My only thought is to add padding to the collision detection when I am in a tile that has transitions. Is there some better way of handling the collision or even an easier way to handle the rounding/corners that I am missing? 2) Collision detection and paint depth on objects bigger than a single tile. I have trees that are 2 tiles high, and I'm sure I will have wider objects in the future. What is the best way to handle the paint depth and collision detection? Should I break it up into multiple tiles and only have part of them paint above the player paint depth and only part of them block in collision detection? This seems like the most straight forward answer, but it seems like a mess in the texture sheet. Right now I am using the second tree in the image shown here, but I am having a problem with painting above the player when he is behind the tree and below the player when he is in front of it. [img]http://i.imgur.com/on62P.png[/img] I think I could solve both of these problems, but I don't want a bad solution that creates messy code to come back and haunt me later. Any suggestions or insight would be very helpful. I am really new to all of these concepts. Thanks! P.S. These graphics are just temp stuff that I found online. Not trying to steal anyone's work, just need something while learning to code.