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      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.

zamiel

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  1. Hi, I had a problem with sound latency on Android. My games, made by AIR, is able to play sound & music with no latency. But on Android it's completely different. I search a lot on the net to find how to fix it but I found nothing. I would like to know if someone know how to fix this problem of sound latency on android when we use AIR. PS: My sound & music in game are inside a SWC. Thanks you in advance for your answer.
  2. Thanx a lot for all the idea. I'll change my GameEngine with that.
  3. blueshogun96 This could be very interessing to see what you've done. Thanx   CC Ricers Thanx for the tips. I'll give it a try right now.
  4. metsfan <I dont see why you think a 2D array would be unstable.  2D arrays are exactly how grids are represented in games.>   It's because when I destroy a gems the space inside become null but other gems when they fall and goes in that case,     Poigahn   For now I coded all the games. All the Gems are unable to click while they fall. But I want a system more dynamic.  
  5. <Language: ActionScript3>   Hi I would like to know if anyone know, the algo for removing gems when it fall on a grid. (Like bejeweled style) With a 2D array of element it seems to be not stable.     Thanx
  6. [quote name='Daaark' timestamp='1356853421' post='5015679'] So there must be a formula to line up the camera panning and the image panning [/quote] http://docs.unity3d.com/Documentation/Manual/ObliqueFrustum.html I just search it I found that.
  7. [quote name='Daaark' timestamp='1356852062' post='5015674'] As long as the FOV and camera position is the same [/quote] If I need to do translation like this http://www.youtube.com/watch?feature=player_detailpage&v=0eZ4TIVMTv8#t=323s ?
  8. [quote name='Aeramor' timestamp='1356829767' post='5015588'] Aeramor [/quote] Hummm sorry I'm a little lost right now ^^", I don't think it's possible on Unity. :\
  9. [quote name='Paradigm Shifter' timestamp='1356821741' post='5015560'] Is that like Gangnam Style? [/quote] Unity Style XD ... it's because Unity is not really good with 2D. This is why I question myself if it's the good engine to do that. [quote name='Paradigm Shifter' timestamp='1356821741' post='5015560'] just render the layered textures with Z writes and do the 3d characters as normal. [/quote] With perspective camera it's just lame of placing the plane. & when the camera with perspective move the plane are offset with each other. We need it if we want perspective with the 3D character. But even there the player don't go smaller when we go down.  
  10. [quote name='Paradigm Shifter' timestamp='1356821251' post='5015557'] (they are all pre-rendered, right, rather than drawn in 2d)? [/quote] They are plane with texture. <Unity style.>
  11. Hi I'm new here.   I'm a programmer who know C#, JavaScript, AS & a little bit of C++. I'm using actually Unity (C#) for recreating a map in Chrono Cross. <There is a good example of what I want to reproduce> http://www.youtube.com/watch?feature=player_detailpage&v=0eZ4TIVMTv8#t=323s <There is the visual> http://chronocompendium.com/images/wiki/e/ef/Terra_tower_stairway.png 1# Is it A good think to recreate it on Unity?   2# If yes how can I easily put in layer my Background? *Because I use perspective and with the frustum placing each 2d layer is hard. *When I move the camera with perspective the layer are offset. 3# How Can I make my player look like smaller when the image is clearly a optical effect? <See Visual & See stairway video> Thank you everyone in advance & please excuse my English.