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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. I had actually read several of your other tutorials on my way to finding out how to do this and so far they have been a big help! I hadn't found that particular one so thanks for linking that to me - your blog is a wealth of knowledge.   I think I found out my problem was just how stubborn I was being when it came to implementing a more complicated solution. If I ever saw "collision resolving" or other terminology that I thought to be remotely scary in a tutorial I'd just sort of switch off, I thought there would be an "easier" way to do it. There really wasn't so I started making an engine the proper way and things are starting to slot together and I'm realizing just how simple a physics engine can be. It's been an awesome way of learning and I may post some code here once I get it really smooth.
  2. Thanks for the post, I'll do some reading up on "rectangular" physics instead. Me searching for things like AABB just proves how little informed I am in this world of physics programming - it's good to learn though! I don't want my engine to be frictionless (to allow for moving platforms and such), how much more complicated do you think that will make it?
  3. I've been working on the physics for my 2D game and for the past two weeks it's been doing my head in. I wanted something a little more complicated than what you see in 2D platformers, but I wanted to keep the feel of them by making it far less than realistic (for example, angles are out of the question). Because of this, I don't want to just implement a more comprehensive physics engine that already exists like Box2D and just disabling rotation on every body as it has so many extras that I won't be using that will be wasting valuable processing time - this game is going to be running on mobile devices so that is quite important.   I call this kind of physics engine I'm trying to make an AABB physics engine, as all bodies will be rigid and rectangular in shape. I can't find any documentation on something like this anywhere. I thought that I could take the really basic platforming engine that I could make in my sleep (object has horizontal speed and vertical speed, move until it collides, stop at collision point and set either horizontal or vertical speed to 0 depending on collision), and then put in some more "real world" physics such as manipulating objects through forces rather than directly changing the speed, and implementing friction on  every body. It didn't take long for me to realise that the code was just getting messy and ugly and I needed to start that from scratch and that's sort of been me for the past week reading up as I've never delved far into the physics part of games. Problem is, most tutorials and resources deal with things that I'm not interested in, collision detection with shapes that aren't rectangles, and angles, it's frustrating.   So I'm looking for a starting point, or some really useful documentation, or even a physics engine like this that already exists, I'm writing this game in AS3.