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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 vsg1990

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  1.   I really like the graphics update, the gameplay is a lot smoother.  The "tap where you want to go" seems to work pretty good aswell.  The only thing that I didn't like was trying to switch projectiles.  It doesn't switch sometimes even though it lights up because I selected it.  Also sometimes I have to hit the menu options a couple of times before they decide to work.   --Vince
  2. It seems that I have to move my finger pretty slow to get it to fire in the direction I want.  It must have to do with the code relating to touch input.
  3. I like the concept of your game, however it seems a bit sluggish on my Nexus 7, also I find it hard to get the Fire projectile to go the direction I want to fire it in.
  4. From the looks of it, and from a Google search, it seems that createScreenCapture simply takes too long for what you are trying to do. I don't think Java has any built in methods that are fast enough for what you are trying to achieve. Maybe look for some sort of native library for the os you are running it on? Also I changed setVisible to setOpacity since it doesn't make the taskbar icon blink constantly. --Vince
  5. Thanks for the reply. I've gotten past that, now I'm just coding away waiting until it resembles a playable game. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]
  6. Hi, I'm currently trying to make my own version of Tetris using Direct3D 11 (First game [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] ). I have no problem putting 1 texture on the screen at a time, but I am creating a ID3D11ShaderResourceView per texture. I don't think that is very efficient. I saw that a ID3D11ShaderResourceView can have an array of 2D textures loaded into it. Can I draw 1 texture at a time from the ID3D11ShaderResourceView? If so, how can I specify which texture I want to draw from the ID3D11ShaderResourceView? Sorry If I'm misunderstanding what it's supposed to be used for. Still new to graphics programming. Thanks, Vince
  7. Hi, I've been reading these forums for a while. This is my first post. I've been learning DirectX for a while and understand enough code to fill a window with a quad and color it. However, its getting very complicated very fast and I feel like I don't know enough about 'organizing' code to write a game with DirectX. So I decided to write a game with C++ in the console. Someone suggested Tic-Tac-Toe, so I decided to give it a whirl. I would like as many opinions as I can get about optimizing/organizing this code. You can be very critical, it won't hurt my feelings. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] [url="http://pastebin.com/c2puhfFy"]http://pastebin.com/c2puhfFy[/url] - main.cpp [url="http://pastebin.com/bxQP7sB2"]http://pastebin.com/bxQP7sB2[/url] - main.h [url="http://pastebin.com/2bn6LxaL"]http://pastebin.com/2bn6LxaL[/url] - board.cpp [url="http://pastebin.com/mbsKZhYE"]http://pastebin.com/mbsKZhYE[/url] - board.h Thanks, Vince