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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 ghigared

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  1. Hello, Been working for about 6 months now on my own indie title: Space Adventure. I need help no how to implement a damage mechanic as they did in the old Megaman and Castlevania games. I am meaning when megaman would take damage from the enemy he would jump back, and would be invincible for a few seconds.    So far my engine handles the user being hit by the enemy, and vice versa. Damage is taken by the user/enemy, but he stands still, no real damage mechanic has been worked out.    I would appreciate any help and thank you in advance!!!   The engine and game are being developed using strictly Java and slick2d. I have 5+ years software development and programming experience. 
  2. Hey guys looked forever, to find something like this, and until recently couldn't find it. http://prototypestudios.wordpress.com/2013/04/27/zos-i-kinda-know-what-im-doing-kinda-pixelation-tutorial-creation-of-lurg/   A very in-dept tutorial of how to generate pixel-based artwork for games. 
  3.   I'm trying to work with a .tmx file from the tiled software for the map though? I thought it was the most efficient way to do it, since the tiled software works with a spritesheet
  4. Thanks guys, I'm still trying to fix this problem. Will continue to work on your suggestions.
  5. 2734 tiles being drawn without being drawn fps is 60 with frames being drawn fps is 14
  6. I am currently working with the slick2d game engine (been developing in java for a few years, and finally decided to begin working on a independent game). Been having a blast but ran into a small problem tonight: When i render my tiled map unto screen my fps suffers tremendously. I limited the games rendering to the size of the camera on screen and even then it slows down my fps dramatically, can anyone help? Thanks in advance.     Basically this is the code that is causing the problems :       for(int i = 0; i < collisionTileGraphics.size(); i++)             if(collisionTileGraphics.get(i).getX() >= -16 && collisionTileGraphics.get(i).getX() + collisionTileGraphics.get(i).getW()                 <= Variables.WIDTH + Variables.TEST_MAP_TILE_WIDTH )                 collisionTileGraphics.get(i).render(gc, g);   Where collisionTileGraphics is an arraylist which holds the screens collision layer of graphics.   public void render(GameContainer gc, Graphics g){         image.draw(x,y);     }   where the image is a slick2d Image.
  7. I figured it all out guys, thank you all for your help :) I'll keep this post alive, and show you guys my progress just incase any one is interested :)
  8.   So when this force is applied all the time, when there is collision it doesn't change correct?   this : player.setLocation(x, y=(float)(y +(9.8*gravity)));   seems to be working to pull an item forcefully down. I'm guessing that when there is collision the y location will be set to the position of the floor - the height of the player, and the gravity will be set to 0? Thank you very much for the help.
  9. How do you develop 2d jumping like the kind found in megaman, or Mario. I know you have to control y velocity I have gotten that far I even have my character jumping but he never caps his jump if I leave the jumping button pressed he will jump forever any help would be greatly appreciated and thank you in advance ps I'm using slick2d with Java
  10. I've been working with Slick2d for a few weeks now and I really enjoy it (since I'm a native Java developer). I began development of a small game, but my animation rendering isn't working the way it's suppose to. The following is my code for the class where I'm having trouble:   public class Player extends Entity{     private int duration = 600;     Animation tmp = new Animation();     public Player(int x, int y, int w, int h) {         super(x, y, w, h);     }     @Override     public void render(GameContainer gc, Graphics g) {         setAnimations();              g.drawAnimation(tmp, 100,100);          }     @Override     public void update(GameContainer gc) {         if(tmp.isStopped()){             tmp.start();         }         else             tmp.stop();     }     @Override     public void setAnimations() {         Image[] tempImage = new Image[3];                  for(int i = 6, j = 0; i < 9; i++){             tempImage[j] = prototypeCo2Graphics.spriteSheet[i][0];             j++;         }                  //tmp.addFrame(prototypeCo2Graphics.spriteSheet[5][0],duration);         for(Image i : tempImage)             tmp.addFrame(i, duration);         animations.add(tmp);     } }   What happnes is that the image renders unto screen, but the animation is way too fast. (Frame 1 display longer, and Frame 2 and 3 simply just flash). Any Help would be greatly appreciated, thank you.
  11. I am currently on my last year of Computer Science school, and have recently gotten into game development. Our current curriculum involved basically nothing but java development (so i am very experienced with the language). I have also began to teach myself c/c++ along with the sdl/opengl libraries. But my real question is how do i actually start. What will be the most effective way to learn C/C++ for game development, also if anyone could give me any references as to where to being that would be greatly appreciated (i.e. books, videos, websites). One last thing, how can i begin with graphics?' -thank you very much in advance