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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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About finanshow

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  1.   Thank you BeerNutts. The diffrerent contact vary from different position. I define 4 states to decide which force to apply. So I can control it now.
  2.   Marios give useful idea about the this situation. 
  3. I'm trying to use Box2D to control sprite movement.Some burning issues are these: 1.When I trying to move the sprite on a slope or a lean barrier. The sprite will move off the slope which is not what I want. 2.ALternatively, I could use setPosition or CCAction which provides by cocos2d-x to move the sprite and update the body position use SetTransform. But the body will lost it's physical limitation, it will passthrough other body. Thanks for your time, if you guys got any solution?    
  4.   @BitMaster Thank you! I didn't get the question clear, let me made it more specific. Now I'm using cocos2d-x(http://www.cocos2d-x.org) to develop game for iOS&Android. There is no UI editor we can use, each time the art guys give the design, we have to set thoes sprite and items position in the code, hard-coded. That's a problem confused me and I never used UI editor before.
  5. Hi guys,     How can you deal with Dynamic UI Layout through a configuration file?
  6. Hi @Hedman, Great answer! It's helpful... 
  7. Yes, It's kind of "Match 3 in a row" game. How you got to implement this rule? Use recursion or backtracing? How to organized those objects, the board should be traverse each time. Thanks,
  8. Here what I mean is that algorithm to traverse the board to find out which candy need to be remove.
  9. Hi guys,   I would like to know how would you will design the core algorithm of CANDY CRUSH? Any one got idea?  
  10. Thank you Buster2000
  11. Hi guys,     I want to know if a UI editor is widely be used in mobile game development? What role it plays, is it designed for game producer or developer?
  12. According to your situation, why do you seperate those function base on their responsibility. I would like to define the protocolClass as a virtual class so that it could provide a processData() method, it no need to worry about the write and send function. SocketBuffer will take care of that.  class ProtocolClass{   SocketBuffer processData() =0;  // process the data by the protocol }   //SocketBuffer defines thoes write and read functions. class SocketBuffer{    void send(SocketBuffer *said) = 0;     void write(SocketBuffer *target) = 0; }   class testClass: public ProtocolClass, public SocketBuffer{     // to-do   }   does it meet your need?
  13. I don't really got you point. As @Bacterius said, you can easily merge A and B. Another way, you can define a pure virtual base class X which has function x(), y(), i(), j(). So that A or B inherit from X, so they can used them without any trouble. all right?