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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. Ok, i'll give it a try, might work better
  2. [quote name='alraz' timestamp='1342008689' post='4957995'] It is possible to implement a script proxy class that gives a light wrapper on top of the application registered object, and then have the script classes inherit from the proxy instead. For example: shared class FSMProxy { FSMProxy() { @inner = FSM(); } .... [/quote] this works fine in general, but now i have the following problem: i have a class 'Drawable' that provides all functions for drawable objects, like move, rotate and so on... then there are class like 'Image' that does provide functionality on top of this class. so i have: [code] class Drawable { Drawable() { @drawableInner = NativeDrawable(); } function move(float x, float y) { drawableInner.move(x, y); } NativeDrawable @drawableInner; } class Image : Drawable { Image() { @imageInner = NativeImage(); } NativeImage @imageInner; } function test() { @img = Image(); img.move(10, 0); } [/code] So this example would move the '@drawableInner' c++ object, but not the @imageInner of Image. Ofcourse i can reimplement all the move and rotate and so on function in my Image wrapper, but thats ugly, is there a better way?
  3. Hi, i want to use a array in array, but none of the ways in the docs seem to work for me: For example: [code] array<array<int>> arr; arr[0] = {0}; [/code] gets me a: [quote] ERR : Expected expression value [/quote] I tried other ways, like arr[0].insertLast(0); or even arr.resize(1); arr[0]...; none seems to work. How is it supposed to work?
  4. [quote name='Serapth' timestamp='1344886164' post='4969171'] To help with your research, [url="http://www.gamefromscratch.com/page/Links-of-interest-for-HTML5-game-developers.aspx"]check out this list[/url]. It's a pretty comprehensive list of game development libraries for HTML5 development. [/quote] shameless plug: or you could try mine: [url="http://gamvas.com"]http://gamvas.com[/url] (which is not on this list :-/ ) , which was born out of more then 21 years of game development experience, but its quit at the beginning. Just in case you are missing something, do not hesitate to contact me
  5. thanx, those references gonna bug me a lot, thats for sure ;-)
  6. [quote name='dAgeCKo' timestamp='1344770249' post='4968685'] I am now looking for a good scripting language to use within C++ which will replace the current one (luabind). [/quote] Well in my opinion best two options are AngelScript ( http://www.angelcode.com/angelscript/ ) and Squirrel+Sqrat ( http://squirrel-lang.org/ + http://scrat.sourceforge.net/ ) Squirrel itself does not support C++ out of the box, but the Sqrat wrapper makes it really easy to extend c++ objects. While Squirrel+Sqrat are easier to integrate, AngelScript is much faster and has the better support (this forum ;-) but requires you a lot of more typing.
  7. Hi there, i am trying to build a state system with AngelScript, here it is: [code] class GGameState { string name; GGameState() { name = ""; } GGameState(string nm) { name = nm; } void update(float t) { print("update in base class"); } } class GStateManager { dictionary states; string currentState; void addState(object@ st, bool makeCurrent = true) { states.set(st.name, st); if (makeCurrent) { currentState = st.name; } } void update(float t) { GGameState @state; if (states.get(currentState, @state)) { state.update(t); } else { print("notfound "+currentState); } } } [/code] Now if i execute the following code: [code] class MyState : GGameState { MyState(string nm) { super(nm); } void update(float t) { print("update in state"); } } GStateManager @man = GStateManager(); MyState @mainState = MyState("aggi"); man.addState(mainState); man.update(0.1); [/code] I get "update in base class", not as i would expect (and want) "update in state" How can i achieve this in angelscript? Thanx
  8. I have a C++ class for a image. In constructor, it creates a opengl texture and provides a draw function where it binds the texture and draws a quad with the texture on it. I have a angelscript wrapper that looks like this: [CODE] class Image { Image(string name, float x, float y) { @inner = MyCImage(name, x, y); } void draw(float t) { inner.draw(t); } MyCImage @inner; } [/CODE] When i create a c++ object in my application and draw, everything is fine, but when i create a angel script object and draw via angelscript, drawing in general works, the quad shows up and if i give every vertex a color, it shows the vertex colors, but the quad is untextured. Any idea what this could be?
  9. Hi, i am new to angelscript and i'm trying to make a game engine scriptable, where i have C++ objects and i want certain methos of this objects be overwriteable from angelscipt. I have the class registered with [CODE]engine->RegisterObjectBehaviour("SuperClass", asBEHAVE_FACTORY, "SuperClass@ f()", asFUNCTION(SuperClass_Factory), asCALL_CDECL);[/CODE] when i make a script like this: [CODE]class MyClass : SuperClass { }[/CODE] i get a error message: Can't inherit from class 'SuperClass' marked as final Can i 'unset' the final, or is this not possible, and if it is not possible, what would be the best (as in the easiest for the script author) to achieve a similar beavour, so that a script editor can overwrite methods, like for example onCollision()