• 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.

Stuntdk

Members
  • Content count

    12
  • Joined

  • Last visited

Community Reputation

511 Good

About Stuntdk

  • Rank
    Member
  1. Take a look at Nick Gravelyn's Tile Editor series, he makes an editor using Winforms (Editor start at tutorial 3B) http://www.youtube.com/watch?v=wMx7QaGXtus&list=PLABC34F481106A2F7&index=9
  2. In the always popular Nick Gravelyn Tile Engine series, he uses the Winforms project in his editor. Perhaps you can get some hints from those. I think it's videos 3B, 4B that starts the editor development. http://www.youtube.com/playlist?list=PL0A865073DA96A7DA
  3. I would suggest you try and follow one of the many tutorials available or get a good book on the subject.<br /><br />http://www.rastertek.com/tutdx11.html<br />http://www.braynzarsoft.net/index.php?p=DX11Lessons<br /><br />http://www.amazon.com/gp/product/1936420228/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;tag=braysoft-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1936420228<br /><br />
  4. You could take a look at the XNA Platformer starter kit, perhaps you could get some inspiration from that.<br />http://msdn.microsoft.com/en-us/library/dd254918%28v=xnagamestudio.31%29.aspx
  5. From my experience this type of behaviour can occur from wrong use of SIMD XMVECTOR, XMMATRIX types<br />If you use those types in function calls or as datamembers of your class, you need to make sure they are properly aligned.<br /><br /><br />http://msdn.microsoft.com/en-us/library/windows/desktop/ee418725%28v=vs.85%29.aspx<br /><br />
  6. I have found out why I had this problem, turns out that DirectXTK Spritebatch expects an image with pre-multiplied alpha. The source images I had were not pre-multiplied. Found a nice little application that could do the image translation easily [url="http://www.qualibyte.com/pixelformer/"]http://www.qualibyte.com/pixelformer/[/url]
  7. Hi, I am trying out the Spritebatch function in DirectXTK, but I am having problems with transparency in .png images. My code is based on a stripped down version of this example [url="http://directxtk.codeplex.com/discussions/390346"]http://directxtk.cod...cussions/390346[/url] The sprite png image is from Microsoft XNA Shooter example "player.png" Any ideas how I can get transparency with DirectXTK? Thanks!
  8. When you compile your pixelshader you are providing a pointer to the Vertexbuffer rather than the Pixelbuffer. [source lang="cpp"]hr = D3DX11CompileFromFile("Effects.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &VSBuffer, 0, 0);[/source] Should be: [source lang="cpp"]hr = D3DX11CompileFromFile("Effects.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &PSBuffer, 0, 0);[/source]
  9. Catalin Zima has an old article about Lightning in XNA [url="http://www.catalinzima.com/samples/lightning-sample/"]http://www.catalinzima.com/samples/lightning-sample/[/url]
  10. I am by no means an expert, and still learning so I may stand corrected. I got my information from reading Frank D. Luna "3D Game Programming With DirectX11". He describes the BufferCount as the number of backbuffers, and throughout all his code use only the value of 1 (at least as far as I've gotten into it) Could there perhaps be a difference whether you are using windowed or fullscreen mode? Update: Actually I just checked the RasterTek tutorials and Braynzar tutorials, and they both describe the BufferCount as the number of backbuffers and set it to 1 for double buffering. I also see the somewhat conflicting explanation on MSDN, so hopefully an expert can explain some of this?
  11. BufferCount is the number of back buffers used in the swap chain, so for double buffering you should set this value to 1
  12. I haven't personally looked into this, but in the Windows 8 SDK it looks like Microsoft is actually using GS (if supported) in their Spritebatch routine. http://code.msdn.microsoft.com/windowsapps/Direct3D-sprite-sample-97ae6262