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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.

igna92ts

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  1. Ive been making a socketio server for realtime unity games just because and I encountered a problem. In my game each client objects tell the server their state with a simple struct with a couple a fields , nothing big and the server then broadcasts it to the rest of the clients. Since I use redis behind all clusters I had to check on a timestamp I sent with each packet to be sure Im not overwriting updates with old data from another client that happened to arrive a little late. Doing this did improve the problem but still theres something wrong with the way im doing things as it doesnt work as intended (some updates are positions) and , for example, with an object falling , the object goes back up a little every couple of frames. I can tell what the problem is but I dont really know how to fix it. How do I take in to account that if an object is falling no to take data that positions it above the position in the previous packet without making handlers for each physics event and input??
  2. I made a very simple 2d engine with directx and I was thinking on including a scripting system since tweaking values on the engine code everytime I want to try somthing its becoming a little annoying. I understand how to somewhat use lua scripts for c++ code but since I have to register the lua functions I dont know how to create new functions on a script and register them without touching the engine code myself. If there is another way to get variables from lua functions in c++ code without registering them I dont know how. (Lua beginner)
  3. So bottom line, does it take more time or not?? (please only answer this question if you are skilled in both c++ AND c#) PS: If the difference is. for example, if a project takes 1 year in one in the other it takes 1 year and 10 days then the difference doesn't matter to me as 10 days is not a lot of time
  4. Another thing, does developing in c++ really takes THAT much more time?? I mean let's say i was making a game in sfml and it took me 1 year. How much time do you think it would take me in c# and XNA?
  5. How much harder is c++? because i was considering learning one or the other and I really don't have much time in my hands and i hear that c#and , for example , XNA are way faster to develop than c++ and ,say, sfml. PS: I dont care about portability
  6. is there a way to use cinematics created in blender in a smfl/opengl game??
  7. Thanks for all the answers, i think ill go with sfml since i like c++ better
  8. but would you think c# and XNA is easyer than c++ and sdl or sfml?? Iwant to start with something that requires some coding but as easy as possible, at least unitl i get familiar with game programming
  9. man that looks awesome. I forgot to mention, Im currently learning c# so it would be easyer to make a game in XNA instead of sfml or sdl?
  10. I know I must start small but I want to learn something that allows me , when i have the knowledge, to create a beautiful 2d game. So that being said what I would like to make (not know of course, im talking future here) would be something like wizorb , cave story plus or 30 second hero in terms of graphics.
  11. I wanted to know if it is possible for a single person to make a game in sdl and or opengl and with this i mean a big game not just a pong or something like that. Should i use a game engine instead?? I want to make a nice looking game, i prefer 2d but i dont dislike 3d. I also like to code so I wouldn't like to use one of those engines where you don't code at all. I feel that even though engines help a lot they also limit what you can do and also even though I like the flexibility that using sdl and opengl gives you but it seems to hard [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] and maybe I just can't find any good one but everytime I try to look for projectsmade in sdl, sfml, opengl and directx they all look horrible and boring.
  12. how is my question vague?? I showed which kind of games I would like to make. Maybe it helps saying that I can only program in c++, i mean, i don't know any other languages so,even if it is similar to c#, it means no XNA or any other c# engine. I thouhgt of learning lua so an engine scripted in lua wouldn't be out of the question.
  13. I wanted to know how games like this http://mashable.com/2012/04/15/indie-games/#tLhxOPLc0qE (most of them) are made. With this I mean those retro looking games like 30 second hero, is it some engine? can I make something like this with an API? Also I would like to know how to make cinematics in 3d and integrate them with something like those games.
  14. My goal for now would be to make a 2d game and I got the stupid idead that starting with directx would be better.(I am still learning c++ programming) So i was wondering which engine or api was better for a begginer (and with this I mean which is easier to use) I f possible I would like to learn something that will help me undestand more difficult concepts later on. Also I would like to know from these engines and APIs which offers the most possibilities (becuase I don't know which time of game I want to make yet so I need something with what you can do most things)
  15. but can I achieve that level of pro looking games with directx by myself??