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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.


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About codingnoobie

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  1. Pretty, cool, stuff.
  2. @Bacterius I think so. What you are saying is *time isn't necessary because it's already there as it's updated every set interval, right? I tested it out, and I'm happy to see it working. @BeerNutts I wanted to use float but I didn't know how big is 1f in comparison to 1 pixel so, I used integers and doubles, for now. :-P I plugged this in as gravity: double gravity=980/360; (converting at 1m=100pixels, and 60 delta = second) I made the heroYspeed decrease in value when key.space is inputted, so that he jumps with deceleration and falls with acceleration. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] I want to tweak the values around a bit, but I think I will move on to horizontal movement and friction. Khan academy, maybe?
  3. I looked into it, messed around with delta again, and I set the fps to 60 and I could finally got it working, kind of. Below is the code that I got working. public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException{ // unit = ms? counter += delta; heroYspeed+=gravity*counter; heroY+=heroYspeed; if (heroY>=440){ counter=0; heroYspeed=0; Input input= gc.getInput(); if(input.isKeyDown(Input.KEY_UP)){ heroY=0; } } I know I didn't use heroY += heroYspeed * time; but the character disappears when I use that code. It made sense that velocity * time would be distance and I wanted it to work, but I'm tired from wrapping my head around a few concepts, ha, ha.... (I spend some time in khan academy, and exercising my brain ) I also want to find out about the relationship between delta, fps and update time. It's vague to me right now.
  4. I've been trying to implement a simple acceleration for a character you can control, but for the life of me I cannot quite grasp it. :/ I know the equation, acceleration = velocity/time, gravity = -9.8m/s^2 but how can you implement time? for vertical movement int playerY; int playerYvelocity= gravity * time? int gravity = -10; public void update(){ playerY += playerYvelocity; } Hmmmmm. Hmmmmm.[img]http://public.gamedev.net//public/style_emoticons/default/dry.png[/img]
  5. I messed around a bit with freeaks code for a platformer. It was pretty satifying to see it working. I don't fully understand how it works, and it doesn't have any gravity yet. Well, problems for another day.
  6. I made a test screen where one hero follows the mouse, the other follows the keyboard input, and the last one just stands there. I gotta figure out the platforming part, and how to get hero to damage the boss. Well, I will get back to you, developers! p.s. Slick is awesome.
  7. I set myself to make a simple platformer game with a boss fight, and I made a screen today with Slick. Well, peace out, and see you later. :-D
  8. Nice movie, man. I'm excited to see how you will progress with this.
  9. I wanted to have somewhere that I can log my progress and get some feedback. Synopsis(?): Protagonist walks along a path, encounters a boss who's subsequently killed. Victory for all. Ok, I will get on it.