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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 got it! This method is easy and effective. Thanks a lot.
  2.   This is the screenshot: http://flic.kr/p/eDFLwx   I do this in GIMP:     1. I begin with a black background(layer 1).     2. Then draw the red(255, 0, 0) line (4 pixels) in the layer 2.     3. Copy layer 2 to layer 3     4. Use gaussian fliter(kernel size is 10x10) to blur the layer 2.      5. layer 3's mode is addition.   The problem is:     1. The middle red line isn't as bright as I expected. I guess it didn't blend correctly.     2. The "glowing" is also too dark.   Thank you for the advice.
  3. When I use the Gaussian filter to blur a line(1-2 pixels)  in the whole black background, the blurred line is dark and it's "glowing" range is small. Then I compose the tow lines, the final effect is not as clear as the game's. May be I missed something?   I haven't read the book, but I will check it later.   Anyway, thanks for your reply.     I have no idea with "a texture with the glow", could you give me some examples? Or you can tell me where I can find the texture? (I have already "googled" it, but can't find something useful.)   Thanks a lot.
  4. Hello, everyone. How can I get the following effect ?   http://www.148apps.com/wp-content/uploads/2011/06/hardlines3.jpg (Screenshot from game "Hard Lines", and the lighting lines are beautiful)   Thanks!
  5. Thank you!
  6. Thank you! It confused me for a long time.
  7.   Right, as different Component has different "value", e.g. Component "position" has two float value "x" and "y", we may be dynamic generate those values. Because there is no class in C, we couldn't extend from a base class like IComponet. So I store these dynamic generated values into a string hashtable, which key is "variable name", [/size] to describe a Component, just like we "describe" a class is in OOP language.   When we create Entity, we can pass the Component name we "described" before, the engine may allocated memory to store the Component's value which just like we create an object in OOP language.      I agree with you. May be Systems have some function pointer like void (*on_update)(float dt), and we can assign different function for different System, right? But I'm not sure is it a good implemention, I'm still exploring.   Anyway, thanks for your replay and  any suggestion is aprreciated!
  8. Hi.   Recently, I read some articles about "Entity-Component-System", one of these is  "What is an entity system framework for game development?" written by Richard Lord.   In his article, he mentions that component only contains data which is like C's struct. Entity is a set of components which also don't have any method. All operation are moved to system.   This is data-oriented programming rather OOP, so why we still use OOP language rather than the C language? I'm interested  in what it will be when implemented in C.   One of the implementation may be like this: ecs_component_create("position"); ecs_component_add_value_int("position", "x"); ecs_component_add_value_float("position", "y"); ... int id = ecs_entity_create("spaceship"); ecs_entity_add_component(id, "position"); ecs_entity_set_value_int(id, "position", "x", 0); ecs_entity_set_value_int(id, "position", "y", 0); ecs_engine_add_entity(id); ... ecs_engine_add_system(engine, "RenderSystem", priority);     I'm not sure whether it is right, can someone give me advises?   My English is poor, and thanks for your patient!