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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.

camcd

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  1. Alright, sorry to bother you guys. I got it working. My classpath wasn't set correctly and I didn't write the package statement properly. Thanks.
  2. I thought I was (though I did ramble about random things, just a little excited [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] ), sorry. I'm having trouble importing and using other packages besides those in java.* or javax.* . When I create my own package, I get an error saying : "package "x" doesn't exist" when I try to compile. The class can even be in the same directory as main. The current organization (or lack of) of my program is as follows MyGame Folder: class x, class x1, class x2, ... class xn . So when I do javac *.java it looks in the current directory (MyGame) that contains my main class and finds all the other classes. I want to add a folder containing classes related to one thing and all the classes in that folder would be in the same package , so it would be: MyGame Folder: MyPackage 1: class p, class p1 ... class pn class x Where I could import one of the "p" classes from class x (which would contain main) with a statement like: import MyGame.MyPackage1.class p; and can still compile with javac . I want to avoid the use of an IDE before I know how to do it myself.
  3. I'm having a problem creating and using my own packages(and subpackages) for a game I'm writing in Java. I'd also like to use a package that allows for .mp3 audio files rather than the massive .wav . I know the declaration is: package name; (First line) ..rest of code I've tried fiddling with the class path (spelt "classpath" , does case matter?) for both the system and user, and also compiled with a set class path, but didn't get it working. I'm using Notepad++, so I'm compiling in command prompt. ( I know IDEs are important and improve efficiency but I want to learn the bones of the language first and know the imports I'm dealing with rather than have it fill it in for me as I type). So what am I doing wrong? I think it's something to do with the classpath so could someone give me a step by step for setting it up? Otherwise, am I missing something else? Also, slightly related: Any tips for game programming in Java, besides don't do it ( [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] ), or game programming in general? How can I make sure my game will use as little memory as possible, and run as quickly as possible? I've made all my images point to the same static images rather than create a new one for each object (this really, really helped) , and used bytes instead of other primitives when possible. Specifically I'm programming a strictly 2d game if there's specific pointers for that.