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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.

face08

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  1. very good I am just looking for it but it's not natural what do you think ? btw Are you making a rts game too??
  2. [quote name='6677' timestamp='1344895389' post='4969215'] I said rendering engine, ie OpenGL, SDL, directX etc, not full game engine. What API is it your using to draw the graphics basically. For 2d graphics simply leaving a smoke sprite behind when you redraw a projectile in a new location works fine. [/quote] sorry for my description is not clear It's 2d graphic on flash player or java
  3. [quote name='BeerNutts' timestamp='1344885885' post='4969168'] I made a smoke tail for firing rockets, but it's not the same as your image. It was like this: [img]http://4.bp.blogspot.com/-dA3o02sS_R8/TsMSgsWAaOI/AAAAAAAAADs/HmHLOv1RjVU/s320/SmokeTrails.png[/img] Basically, I just got a smoke image, and draw one every frame where the end of the rocket is, and I made every old smoke a little more translucent (by decreasing the alpha value). After a short amount of time, I removed the smoke entirely. So, that's an option. [/quote] thanks I can not get the image ,can you gave me a link and I worry about it is efficient ?
  4. how can I make a bullet tail effect like bellow and how to make if motion is Projectile [img]http://ww2.sinaimg.cn/mw690/49afcc53jw1dvsw3getkdj.jpg[/img]
  5. in aoe mapEditor when you put your mouse on terrain it will become to a hill (like) ,how it algorithm??
  6. thanks vleugel yeah I know ?but I want to do is how it display?view? as a hill
  7. thanks FLeBlanc but what about 3d parabola show on 2d game,I find aoe has it
  8. I find a demo like this but AesteroidBlues shows the pic is slant [img]http://www.thecodeway.com/blog/wp-content/uploads/2011/04/hex_2.gif[/img]
  9. thanks sebman the AOE II terrain is IsoMetric and has 7 different levels,like below [img]http://ww2.sinaimg.cn/mw690/49afcc53jw1dvozzudys3j.jpg[/img] [img]http://ww2.sinaimg.cn/mw690/49afcc53jw1dvozxv1iy6j.jpg[/img]
  10. Hi! I''m developing an isometric engine but I''ve have a problem with the elevation of the terrain... I''ve seen how Age of Empires 2 resolves the problem (7 different levels of elevation) but I can''t imagine how to do it... Can anyone help me please?
  11. I have the same question