• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

113 Neutral

About GeoKureli

  • Rank
  1. 60 fps is not usually what flash games operate at. You're better off going with 30. I've never used Flashpunk but I've used Flixel, and one is based on the other(I forget which). but one mistake I made with Flixel was not doing collision through groups. you can add all your assets to the same object, but things like coins should have a group that they are all in, even if that group is not displayed. groups are quad trees and handle collision lightning fast. Again, this is Flixel I'm talking about, so it may not apply
  2. Just wondering if anyone knows how to check the input from the RB3 keytar. The only thing I could find on google was this forum. [url="http://xboxforums.create.msdn.com/forums/p/71386/584884.aspx"]http://xboxforums.create.msdn.com/forums/p/71386/584884.aspx[/url] It's a start, but I'm just wondering if anyone knows of an existing library that could handle this? Otherwise if I figure it out I'll post something here. P.S. Is it legal to make a game that uses a rock band peripheral?
  3. Thanks guys, it works great, and your suggestions added a lot of flair to the image. the issue was with: [CODE]d3ddev->SetRenderState(D3DRS_ZWRITEENABLE, false);[/CODE] and these really made it look great! [CODE]d3ddev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);[/CODE]
  4. I've included pictures of whats happening as well as my "particle" image. The issue is i have a bunch a billboards showing a particle, but the alpha doesn't seem to be working in some cases, but it works in some cases. for instance if i stack the particleThis is an assignment I have for class [source lang="cpp"] // render the grid d3ddev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); render_grid(); d3ddev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); // calculate elapsed time static DWORD starting_point = GetTickCount(), time; time = GetTickCount() - starting_point; starting_point = GetTickCount(); addParticles(); // prepare particle for rendering Node<Particle> *particle = particles.first; D3DXMATRIX patMat; float y = 0; while (particle != NULL){ particle->value->run_particle(time / 1000.0f); //particle->value->position.y = y; if(particle->value->isDead()) particle->value->reset(); patMat = particle->value->set_particle(camx, camy, camz); d3ddev->SetTransform(D3DTS_WORLD, &patMat); particle->value->render_particle(); // --- NEXT particle = particle->next; y += .05; } d3ddev->EndScene(); [/source] "particles" is a linked list, addparticles adds some particles to the list until the cap is reached, and when particle die they get reset. when i draw X amount of the particles at the same position, they all draw, andit looks like a brighter version of the particle, however when i move them randomly they loook like the images below heres the particle class: [source lang="cpp"]#include <d3dx9.h> float random(float max, bool negative = true){ if(negative) return cos(float(rand()))*max; /*else*/ return abs(cos(float(rand())))*max;} // the Particle class class Particle{ protected: D3DXVECTOR3 velocity; D3DXVECTOR3 acceleration; float radius; D3DXMATRIX matRotateX; D3DXMATRIX matRotateY; public: D3DXVECTOR3 position; Particle(); void reset(); void render_particle(); D3DXMATRIX set_particle(float camx, float camy, float camz); void run_particle(float seconds); bool isDead(); }; Particle :: Particle(){ reset(); } void Particle :: reset(){ position = D3DXVECTOR3(random(0.5f), 0.0, random(0.5f)); velocity = D3DXVECTOR3(random(0.5f), random(1.0f, false)+0.5f, random(0.5f)); acceleration = D3DXVECTOR3(0.0f, 0.0f, 0.0f); radius = random(0.5f, false)+0.5f; } bool Particle :: isDead(){ return radius <= 0.0f; } // this is the function that positions, rotates, scales and renders the particle D3DXMATRIX Particle::set_particle(float camx, float camy, float camz) { // Before setting the world transform, do the intense mathematics! // a. Calculate the Differences static float difx, dify, difz; difx = camx - position.x; dify = camy - position.y; difz = camz - position.z; // ooh, intense! // b. Calculate the Distances static float FlatDist, TotalDist; FlatDist = sqrt(difx * difx + difz * difz); TotalDist = sqrt(FlatDist * FlatDist + dify * dify); // c. Y Rotation D3DXMatrixIdentity(&matRotateY); matRotateY._11 = matRotateY._33 = difz / FlatDist; // cosY matRotateY._31 = difx / FlatDist; // sinY matRotateY._13 = -matRotateY._31; // -sinY // d. X Rotation D3DXMatrixIdentity(&matRotateX); matRotateX._22 = matRotateX._33 = FlatDist / TotalDist; // cosX matRotateX._32 = dify / TotalDist; // sinX matRotateX._23 = -matRotateX._32; // -sinX // e. Tranlation static D3DXMATRIX matTranslate; D3DXMatrixTranslation(&matTranslate, position.x, position.y, position.z); // f. Scaling static D3DXMATRIX matScale; D3DXMatrixIdentity(&matScale); matScale._11 = matScale._22 = matScale._33 = radius; return matScale * matRotateX * matRotateY * matTranslate; } // this function updates the particle void Particle::run_particle(float seconds) { velocity += acceleration * seconds; position += velocity * seconds; radius -= seconds; return; }[/source]