• 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.

Chris Lawhorn

  • Content count

  • Joined

  • Last visited

Community Reputation

107 Neutral

About Chris Lawhorn

  • Rank
  1. I finally found an answer. I will post a link here for those of you who may encounter a similar issue in the future: http://gamedev.stackexchange.com/questions/25692/picking-2d-objects-after-transforming-camera-in-xna
  2. I created a simple camera that utilizes a Matrix (with the help of a tutorial). It's for a top-down 2D game. Here's the code: [source lang="csharp"] class Camera { Vector2 position; Matrix viewMatrix; public Matrix ViewMatrix { get { return viewMatrix; } } public void Update(Vector2 playerPosition, int screenWidth, int screenHeight) { position.X = playerPosition.X - (screenWidth / 2); position.Y = playerPosition.Y - (screenHeight / 2); viewMatrix = Matrix.CreateTranslation(new Vector3(-position, 0)); } }[/source] I use this camera's matrix in my draw method so it will affect all of the objects and make the screen "scroll". The problem is when I start moving in any direction, my character's rotation starts to screw up. Essentially the further I move in any direction the more his rotation is locked to a specific direction. Another issue is that text is supposed to be drawn when the player's mouse is over an enemy. If I move just a bit though the text stops appearing above their head despite the mouse being on top of them. Here is the code for the draw method in the game: [source lang="csharp"] protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.ViewMatrix); foreach (Gun gun in guns) { gun.updateRectangle(); gun.Draw(spriteBatch); } //Draw enemies and display their health if the player's mouse is over one foreach (Actor d in enemies) { spriteBatch.Draw(d.Sprite, d.getPos(), null, Color.White, d.Rotation, d.getOrigin(), 1, SpriteEffects.None, 0); if (playerMouse.isColliding(d)) spriteBatch.DrawString(healthFont, "" + d.Health + "/" + d.MaxHealth, new Vector2(d.X - 30, d.Y - 30), Color.White); } //Draw the bullets. foreach (Bullet bu in bullets) { spriteBatch.Draw(bu.Sprite, bu.getPos(), null, Color.White, bu.Rotation, bu.getOrigin(), 1, SpriteEffects.None, 0); } //Draw the player spriteBatch.Draw(player1feet.Sprite, player1feet.getPos(), null, Color.White, player1feet.Rotation, player1feet.getOrigin(), 1, SpriteEffects.None, 0); if (playerInventory.EquippedWeapon != null) { spriteBatch.Draw(player1leftArm.Sprite, armPosition, null, Color.White, player1.Rotation + MathHelper.ToRadians(31), player1leftArm.getOrigin(), 1, SpriteEffects.None, 0); if (playerInventory.EquippedWeapon.TypeofGun == Gun.GunType.Rifle) spriteBatch.Draw(player1rightArm.Sprite, equippedGunPosition, null, Color.White, player1.Rotation, player1rightArm.getOrigin(), 1, SpriteEffects.None, 0); spriteBatch.Draw(playerInventory.EquippedWeapon.OverheadSprite, equippedGunPosition, null, Color.White, player1.Rotation, playerInventory.EquippedWeapon.EquippedOrigin, 1, SpriteEffects.None, 0); } spriteBatch.Draw(player1shoulders.Sprite, player1shoulders.getPos(), null, Color.White, player1shoulders.Rotation, player1shoulders.getOrigin(), 1, SpriteEffects.None, 0); spriteBatch.Draw(player1.Sprite, player1.getPos(), null, Color.White, player1.Rotation, player1.getOrigin(), 1, SpriteEffects.None, 0); spriteBatch.End(); spriteBatch.Begin(); playerInventory.Draw(spriteBatch, sprite_inventory_square, sprite_inventory_equip_square, sprite_equip_highlight, debugFont, playerMouse.getPos(), playerMouse); if (playerMouse.Object != null) playerMouse.Object.Draw(spriteBatch); //Draw the player's mouse spriteBatch.Draw(playerMouse.Sprite, playerMouse.getPos(), null, Color.White, playerMouse.Rotation, playerMouse.getOrigin(), 1, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); }[/source] Here is the code used to make the player rotate (to face the mouse): [source lang="csharp"] public void facePoint(float x, float y) { float distanceX; float distanceY; distanceX = x - pos.X; distanceY = y - pos.Y; rotation = (float)Math.Atan2(distanceY, distanceX); }[/source] Let me know if more code needs to be seen.