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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.

North

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  1. Hi Everyone, I just wanted to update this thread. I was able to figure out the issue. For the collision detection, where I convert the laser position to the tilemap position, I needed to add the tileset position as an offset like this: CCPoint actualLaserPosition = ccpAdd(shipLaser->getPosition(),_tilemap->getPosition()); CCPoint tilept = tileCoordForPosition(actualLaserPosition); This would then give me the correct tile coordinates for me to cross reference with my collision layer.
  2. Hi Everyone, I'm currently developing a top down shooter for iOS using the Cocos2d-x framework. I'm creating levels using the Tiled map editor. I've created and a tiled map that has a size of 320x960. The tiled map has objects I'd like to shoot on one layer, and another layer has the collision properties around those objects. When the map is loaded without any scrolling, My collision detection works as expected. When I begin to scroll the tiled map, this is where everything goes wrong. I have the map stop scrolling when it reaches the end of the map. When the ship is in the second area of the map, doing some debugging, when the ship fires it's lasers, the laser are starting from coordinates (160, 10). They should be starting from approx (160, 480). Because the coordinates are incorrect, the conversion to the tiled map coordinates are also incorrect. The ship and lasers don't seem to know where they are in the world. Any suggestions to point me in the right direction? Further details: Previously, I added the tiled map as a child to the scene, and I was scrolling it normally. I decided to add it to a CCParallaxNode, and it's this node that I'm scrolling instead, but I get the same issue. Regards, North
  3. Assuming since you posted in the mobile development thread, you're interested in cross platform mobile development. I can recommend using Cocos2d-x ([url="http://www.cocos2d-x.org/"]http://www.cocos2d-x.org/[/url]). Majority of development can be completed in C++, and there are a lot of tutorials online to help you get started.