• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

151 Neutral

About JinixVomitorium

  • Rank
  1. I am in the last stage of my database development and need to create a quest system for an MMO-RPG, which is the one thing i have never done before...    So far the only way i can think of to do this is to have a table with every quest conversation/achievement which is linked through to the next part in the quest. along with a link to my npc table of which npc the quest is selected from.  How would one go about keeping track of what quests the character has completed? would it require a quest sheet (bool variables for each quest) for each character?   ex:   npc---- -map_id //which map the character is on -quest_id //linked to npc when talked to , displayes message //other stuff for npc   quest--- -quest_id  -quest_message -quest_rewards -quest_next //linked to npc which holds the next quest part   completion_sheet -(lists all quest ids and holds 1 or 0)   so, when i talk to npc it checks to see if completion sheet for the quest id is already done, then if it is, nothing happens, else, it calls the quest message and displays it, then you find the next guy and get the reward... Does it make sense? How would I keep up with say... killing a specific number of monsters or collecting something?
  2. you can also do your boundaries inside your movement functions with if statements.  EX: moveDown() if (y+1 < canvasHeight()  {y+=1;}   It will take out several unnecessary lines of code. :P
  3. Thanks, I will use that in the future. I actually went back and assigned the form values to variables to make it easier, and stripped it of all non valid characters, I just wanted to get it working before adding protection to sql injection. Thank you again! :)
  4. $sql=mysql_query("SELECT * FROM player WHERE player_name=".$POST['char_name'].""); if( mysql_num_rows($sql) == 0 ) { $sql=mysql_query("INSERT INTO player(account_id, player_name) VALUES(".$_SESSION['id'].", ".$_POST['char_name']." ) " ) or die (mysql_error() ); exit(); } else {  echo 'Character Name is taken, please try another...'; }     Im getting these errors: Warning: mysql_num_rows(): supplied argument is not a valid MySQL result resource in/www/zymichost.com/g/a/l/galaxy-star-games/htdocs/play.php on line 9 Unknown column 'vortex' in 'field list'   Im not too sure the sql query is correct, i get confused when combining the string and such with different quotations. Unknown column i believe is referring to the insert of $_POST['player_name'] but not sure.   if anyone can shed some light on these errors, i would be appreciated!
  5. What is wrong with this?      public void paint(Graphics g) {                guiLayout = getImage(getCodeBase(), "gui.png");                  //Object .paints         g.drawImage(guiLayout, 500, 300, this);              }   As far as I can tell the code is correct, there are no errors and the applet runs, but it doesnt display the image... I've tried several methods to display the image, its weird that none are working now when they worked yesterday with a different image.  -____-
  6. 2D is much much easier. Start out with the GUI and login system. then move on to the database and get everything set up correctly. There is no point in programming a game if you cant correctly implement you data for the game, simply because you have yet to create the database/storage of data... BTW - for the sake of the meme - "One does not simply.... program a game without a database"   oh right, the best ide for linux would have to be netbeans ide for java and c++... or eclipse (some prefer that) sudo apt-get install netbeans sudo apt-get install eclipse
  7. Linux is just about the best OS out there. It will run many MS programs through WINE, and if it wont run, there are several substitute softwares. The best Linux distros ive used sofar are... ubunt(before version 10.10) , Linux MINT, Crunchbang.  Every since i switched to linux back in 205ish... i've found it very difficult to chang back to windows. and well... Mac OS is for losers.
  8. I suggest java!  It is absolutly amazing!
  9. try using inverse tan of the detector length to get the coordinates of the tip of the detector pointing north, then use an x,y ratio to get the new detector coordinates. wish i could draw this out on here....   length of the radius + extended part to the tip of the detector.  use the x coordinates of the center of the circle as the x on the north detector, and use center circle y coordinates + length of detector(including radius of circle).  then use the rotation degree of the ship, say :ex: 35degree.... devide it by 100 which would be a .35 to .65 ratio. go left .35 * length of detector, go right .65 * length of detector, add or subtract both by the radius of the circle based on the quadrent they are located, and you should have the x and x for the new detector direction(center of the arc). be sure to take into account of the posative and necative rotation of degrees.
  10. I figured out a little bit of it for you. the posative/negative part.  since a circle is 360degrees and has 4 quadrants,   + +, + -, - -, - +.  you need to set up some if constructs to handle those. so you will need variables to hold the values of true north, south, east, west. then compare them to the fixed values of north south east west on your ships .   By (y) i mean the y coordinate of that object. You may need to include an x to defer from quadrants 2,3 and 1,4. the -arcs are inverss of the of the atan2 if your map coordinates are 0,0 on the center of the ship. otherwise you should have to either add rotation of 180degrees or add/subtract the diameter of the circle.   //quadrant 2 if shipNorth(Y) > trueNorth(Y) && shipNorth(Y) < trueWest(y) { arcX = -arcX  //ArcY stays same}   //quadrant 3 if shipNorth(Y) > trueWest(Y) && shipNorth(Y) < trueSouth(Y) { arcX = -arcX    arcY = -arcY}   //quadrant 4 if shipNorth(Y) < trueSouth(Y) && shipNorth(Y) > trueEast(Y) { arcX = -arcX    arcY = -arcY}     hopefully that all makes sense... i didnt apply it to code, but it is sound logic.
  11. might I ask what language you are programming in?
  12. All the languages in the world wont help you make a game, it you dont know how to use them correctly. Study up on the fundamentals of game developing. Its basically a load of different methods of doing certain things which are required in games: movement, collision, physics, database, ext... Very usefull stuff. I must admitt its tempting to skip over this stuff but it is extremely useful.
  13. not quite sure how an equation would help you out on this due to the rotation... the only thing i can think of is calculating the arc of the circle as arcLength = ThetaAngle * Radius.   And constantly update your max radius of the ship by 1 coordinate, so it would scan based on the cented of the ship, but to fix that use MaxRadius - InitialRadius(ship). after each update you scan the arch coordinates to see if they collide with the enemy ship. That could work... if I understand correctly what you are trying to do. If the arc rotates with the ship im not sure how the equation will work with the different signs.
  14. If you want some help with the game or need to bounce some ideas , you can ask me-  or add me on skype. I am currently refreshing on Java to make a browser mmo, so we are in the same position. :P   FL studio is a decent audio editor. Ive never used it for making custom game sounds though.
  15. Its the same method. compare the left side of the car coordinates to the left side of the track coordinates, and the right side of the car coordinates to the right side of the track coordinates. As i said, the best way i can think of to map out the track coordinates is using calculus to find the curve x,y. then when the condition that the curve coordinates equals the car coordinates, set the car x coordinates equal to the curve x coordinates - 1. thae hardest part for you is calculating the coordinates of the track. search up some calculus equations.   if car.x <= track.left { car.x = track.left + 1} if car.x >= track.right { car.x = track.right - (car.x + car.width) - 1 }