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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.

Glass_Knife

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  1. Actually i'm impressed with your response .. all of it refers to using libGDX .. but at the end i saw your phrase "I am currently using Unity for prototypes" .. my question is Why ?  although of almost all of your works are built by JAVA and you have a book for 2D games in Java      I am using Unity because I am working on only Desktop games (Mac, Windows, Linux) and I don't want them to need a jvm or have to worry about weird JDK/JVM issues with different versions.  I have not used libGDX much but it looks comparable to Unity.   There isn't a "right" answer here.  Use what you like.  If one is more appealing than another, then go with that.    I'm not that familiar with libGDX, but Unity, for 2d, it doesn't really do anything special, so I would be surprised if libGDX couldn't match it for effects.  Though perhaps we should define what you mean by effects?  shaders?  animation frames?   Getting a good artist will make all the difference.     Honestly, if I was doing 2D iOS and Android games, I'd seriously consider Cocos2d   http://www.cocos2d.org/
  2. Both libGDX and Unity try to solve the same problem.     - How can you write your game once and deploy it to many different platforms.   The differences are: * Unity is closed source with a company behind it trying to make money.  libGDX is an open source project. * Unity uses C# or javascript-like language for scripts.  libGDX is Java. * Unity compiles the projects to native code for all the platforms.  libGDX mostly does this, with Desktop applications being a Java jar and needing a JVM to run. * Unity and libGDX both have a large community, but help for Unity problems will be easier to find.   I know that even though both of these engines say you can "write once, run anywhere" that is never the case.  There are always weird things on each platform that need to be handled.  But does that even matter?  If you just want to release on iOS and Android, it is probably nothing to worry about.   Last time I checked, ~50% of all iOS games are made with Unity.  Java has been on the decline for years now and isn't getting any better.   I am currently using Unity for prototypes (even though I'm a Java fanboy).     Hope this helps.
  3. If you are coding on Windows, the Intro to C on Windows from Handmade Hero will teach you all the stuff you need to know that the books don't teach you.   https://www.youtube.com/watch?v=F3ntGDm6hOs&list=PLEMXAbCVnmY6RverunClc_DMLNDd3ASRp
  4. +1 for QtCreator
  5. The whole point of SDL is that it can compile and run on many different platforms.  But you have to use SDL for all the platform stuff.  If you didn't use SDL for the window, input, rendering, file I/O, and threading, then you will most likely have to refactor your code to use SDL for everything.  But like ApochPiQ said, without seeing the code it's really hard to tell.   I do know you can compile an SDL program from the command line on a Mac because I've done it.  There were a few difference, like OpenGL headers being in a different place, but those kinds of things are solved by adding some #ifdef calls to some header files.
  6.     These bugs are the worst.  Just yesterday I wrote: // squirrel script local x = 42 if( x = position || falling ) { // do something } I just look right over the bug and usually don't find it until I start adding logging statements that don't make sense
  7.   1. Please don't decide what to do with your life before you have tried it.  Never a good idea. 2. ApochPiQ's response is actually correct, so spend a little more time thinking about what it says. 3. You don't want to use different languages for different operating systems.   I get the sense that you do not have much programming experience?  How much programming have you done?   Making a game by yourself involves programming, game design, sound, music, art, writing, and a whole bunch of other things, so give it a try, but don't expect to make anything great the first time.  I do not know of ANY developer who's first game was any good.
  8. We do have to sleep at sometime.   :ph34r:   and the spam is gone.
  9. Unity

    http://lmgtfy.com/?q=unity+ui+tutorial
  10. The reason I don't use std in games is because I just allocate all the memory up front and use that.  I don't want to overload new/delete or have allocations happening all over the place.  I'd rather write my own collections and know that if the game starts up, it will never have any memory problems.
  11.   Doesn't that architecture only allow for two primary threads?     In the example, there are two update loops in different threads: game loop and physics loop.  I don't see why you couldn't have more.
  12. I am not sure how this approach fits in with your design, but it may spark some new ideas.   http://etodd.io/2016/01/12/poor-mans-threading-architecture/
  13. Unity

    Right now I only know of two:   http://jmonkeyengine.org/ https://www.lwjgl.org/   But these don't have a big GUI like Unity.
  14.   I agree.  And since you're on gamedev, go write a simple game. SIMPLE GAME!!! Not minecraft, WOW, League of Legends, Dark Souls. SIMPLE!!!: Tetris, Space Invaders, Breakout, Flappy Bird, ...   http://www.pygame.org/docs/tut/newbieguide.html   and have fun
  15. Calling it a programming language is a misnomer.  It's not like learning a language.  If you learn German, but then everyone starts using Chinese for everything, then you would feel like you wasted your time, and you might think "Ah man, I should have learned Chinese."  But that's not what learning a programming language is like.  The langue is just a syntax.  A way to tell the computer what, where, when, and how to do something.  Someone who knows how to program can pick up a new language in a few days (or a few weeks, depending on how new/complicated it is).   Different languages exists to solve different problems.  But you have to start somewhere.  You can't just pick any language and learn it because you do not understand the core of programming: what, where, when, and how.  You learn that from any language.  Switching to new languages all the time without learning the foundation will keep you from making any progress.  In the past, I have used: C. C++, Java, python, Scheme, Go, Javascript, C#, and probably some others I don't remember.     Do not worry about learning the "right" language.  There is no right language, only the right langue for right now.  It changes all the time.  Python is a good choice because you can do Object Oriented, procedural, and functional.  Just stick with whatever you choose for at least a year.