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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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  1. [quote name='Starnick' timestamp='1350270618' post='4990226'] Two things need to happen: 1. You need an Effect that supports normal mapping. The default BasicEffect in XNA doesn't handle normal or specular maps, just diffuse. [/quote] How can I do just the diffuse then with the BasicEffect? All the tutorials for BasicEffect I've found only use Diffuse as a DiffuseColor Vector. I actually have an image map for it, which I can't find resources on how to use with BasicEffect. Also, if I need an effect other than BasicEffect, where can I find resources for it? I checked out the Normal Mapping example on MSDN, the one with the lizard. Looks mighty complicated.
  2. I'm a beginner in XNA, trying my luck at a basic 3D game. I have some very talented 3D modellers backing me, and while I have on issue importing the .fbx files (the models themselves) into my basic 3D universe in XNA, I have no idea how include the normal maps, diffuse, and specular that they've included with their models. The normal, diffuse and specular are all in .tga image file format, and I don't know how I can add those to the drawing of my model. Right now my code for drawing the 3D object is as follows: [source lang="csharp"] private void DrawObject(Model spaceStation, Matrix world, Matrix view, Matrix projection) { foreach (ModelMesh mesh in spaceStation.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } }[/source]
  3. I have an explosion sprite, with 16 frames. Everytime the player collides with an asteroid, the gamestate is set to loseScreen, and when the loseScreen is the gamestate, the lose() function is continually called until the gamestate changes. Inside the lose() function, this code draws the animated spritesheet, which runs through the 16 frame animation. It should always start from frame 0, but it doesn't always. Sometimes it starts at frame 10, and only runs for 6 frames before finishing. That's the issue. The code inside the lose() function to draw the explosion animation is as follows: [CODE]expFrameID = 0; expFrameID += (int)(time * expFPS) % expFrameCount; Rectangle expRect = new Rectangle(expFrameID * expFrameWidth, 0, 63, 63); spriteBatch.Draw(explosion, shipLocation, expRect, Color.White, 0f, new Vector2(32, 32), 1.0f, pickupSpriteEffects, 0.1f); if (expFrameID == 15) expIsDrawn = true;[/CODE] The time variable is as follows, it gets the total elapsed game time. [CODE]time = (float)gameTime.TotalGameTime.TotalSeconds;[/CODE] I've tried changing TotalGameTime to ElapsedGameTime, nothing changed. It's the following line from the lose() function that I believe is the issue, perhaps: [CODE]expFrameID += (int)(time * expFPS) % expFrameCount;[/CODE] It works, and it animates. However it doesn't always start at frame 0. it starts from random frames between 0 and 16, but it still runs correctly at 16 frames per second. So, how do I get it to always start from frame 0? Would I solve my issue by making a new time variable that starts a timer from 0 only when the lose() function is called? How do I do that?