• 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

718 Good

About timgranstrom

  • Rank

Personal Information

  • Location
  1. as Cmac said, you should avoid using physics for this sort of thing imo. So some thoughts etc: Raycasting uses the physics engine to shoot "rays" that collide with objects (this requires that all object have colliders, otherwise you won't and hits and hence no data from the hits) I feel that what you want to do isn't really that much about physics or more complex movements at all. I would say this is more a matter of animations. What I mean is that to trigger that sort of attack-combo etc, it is more a matter of triggering animations when a certain combination of buttons are pressed and some conditions are met (such as enemy is within attack range). You don't really need to use physics in this type of game because it doesn't try to implement realism in the game (Stay up in air for 10 seconds while performing attacks isn't really realistic). You could still use some physics for basic collissions and triggers though. Fun fact: Why you feel that the physics in unity is similar to box2D is actually because Unity implements Box2D for it's 2D physics (Box2D is arguably the most popular 2d physics library out there). Finally: I would recommend you to get accustomed to using Unity first, learn about animations and how to trigger them, try using collission and raycasting for different triggers and to "attach" the character to the ground when he isn't jumping etc. Good luck!
  2. Alright, if no one else experiences it then it's definitely related to something local on us computer. Hope you find the culprit :)
  3. Off the top of my head I would say it's not Java related in the sense that Java needs to be reinstalled, since rotmg is created in flash. I would probably try to reinstall the graphics drivers, maybe something went wrong during an update. Edit: If this doesn't work, maybe you should make sure that you are clearing the memory in the game so that you don't just continuously allocate more and more memory just because u aren't flushing/clearing ur graphics after each redraw or something like that. Otherwise I think we need more information, when exactly did it start, what's the difference between the code when it worked and the week that didn't work etc. What did you add? Without this it's extremely difficult to give an accurate answer.
  4. A game loop can be thought of as the core of a game. Pro's why you would want to try using a game loop in your game: For learning purposes. Thats really all the reason you need! Generally a game loop handles 3 parts: initializing the game,updating and drawing. Even though you don't really need this in your text game, it's a nice way to learn the basics I guess. Basics as in, learning how to set the speed of the cycle, aka fps(frames per second) and ups (updates per second). I'm not sure how your game is constructed but chances are that you will need to edit some stuff or the entire game to get it working. But if you wanna learn how it works then go ahead and implement it! Generally I would say that the first thing you should always do is implement a game loop. Good luck! psst, a little example about how your gameloop would probably look (in psuedo code):   gameLoop() { init(); // Initialize while(gameIsRunning) { input(); update(); render(); } clearMemory(); // clear/empty allocated memory. } As you see, it does not need to differ much from the game loop of a graphical game
  5. I would definitely recommend libgdx for java. It's a nice api that offers a lot of functionality. Naturally you'll need to learn how it works and I dunno how much experience you have with actual game development, however, I do think it's a good start to use libgdx nonetheless. There are lots of tutorials available for beginners. As to using flash for the animations, I'm not sure about how you'll handle that part within libgdx. I'm sure there are ways, but you could just split the animations up into a sprite sheet and animate it from there using a texture atlas. Alternatively you can buy spine2D and use it for animations(fantastic software). As I said, it all depends on your experience. Also, a little friendly advice: Dunno if you've developed before, but when you start using a new api or develop your first games, don't try and overdo it! There's quite a lot of learning and programming to be done before you get some results, taking on to big of a challenge in the beginning can be discuraging! I would definitely throw out a few simple games before starting on anything larger. I'm saying this because you used the term business/dev partner Hope I was of some help! Cheers and good luck! :)
  6. Thank you for this, we're doing an algorithm course at my university atm and this is exactly what we're learning about, however, I find your examples and explanations much more easy to understand. You're a life saver!
  7. your gonna need to be more specific then that! are you asking how to check if the item your dropping has been dragged outside the menu window? Then yes, you could simply do a position check when you drop your item. If it's outside the window then it will return a boolean to that specific item and handle it accordingly. (i.e. remove the item from an array in the menu) But thats just one way to do it, it all depends on the menu your making and the effect you want to achieve
  8. yes I was thinking of doing something similar like that!   Though I'm probably gonna use an ArrayList instead since it is faster and newer then vectors   thanks for the feedback!   ------------EDIT---------   I was thinking of doing this but then realised that this would result in many extra checks in the updates etc because of the for-loops etc!   Am I wrong about this? I was mainly thinking this since the update method will have to access the objects aswell.
  9.   I see, that seems reasonable!   Okay I've edited the collision so that it uses instanceof.   Though the collision is sometimes a bit buggy, for example: if the ball hits the top or bottom edge of the paddles it kinda goes into it and bounces inside until it gets out haha..   Not sure how to stop this though!
  10. I see, it's just that I read somewhere that (and I semi-quote it) "If you need to use instanceof, it means your code is bad/needs improvement" and many agreed on what that person said. I dunno though how true it is and I don't remember if it was in game-development or general programing (as these are different in my opinion). What do you think?   Yes I normaly use that, but for some reason the program didn't like it. It might have been a bug though, I'm gonna try again :)   I will do that, thanks! :)
  11. this won't work since it checks for everything and it just really freaks out haha..   I found a "solution" to this problem though, but I'm not sure it's a good one or not..   in the Entity Class, I made another variable. protected String entityName; //The name of an entity This works so that if you want to, you can give your entity object a name for various reasons.   then in the ball,paddle and ai class, I add their entity names in their constructors like this: this.entityName = "Paddle"; and so on.   Then the collision detection in their update methods looks like this:     ball: //If there is an obstacle if(obstacle != null) { if(obstacle.entityName == "Paddle") { this.invGoingLeft(); } if(obstacle.entityName == "Wall") { this.invGoingDown(); } } paddle and ai are identical in the collision detection: if(obstacle != null) { if(obstacle.entityName == "Wall") { if(obstacle.getY() < getY()){ this.collideDown = false; this.collideUp = true; } else { this.collideDown = true; this.collideUp = false; } } if(obstacle.entityName != "Wall"){ this.collideDown = false; this.collideUp = false; } }     Is this a good way or would this be considered a bad way to check what it collides with?   I get that in more advanced games where there are more objects and factors etc this would probably be a bad way.   But what about in this game?
  12. I'am having one issue with this..   I'm not sure how to make the entities respond correctly..   for example: when I check the ball, if it collides with a wall above it, then the balls Y-direction should change, and if it collides with the wall below it should also change Y-direction. Now this I can do. but the problem is that it also has to check if it collides to the left or right and in that case it has to invert the X-direction!   Now thats a bigger problem.. because then returning "true" or "false" won't cut it in the collision method...
  13. It's simple, you can use Entity as the base class. Entity is anything that has a position,a size and is renderable in the game. Then for your "living things" you can create a MovingEntity class which extends from Entity. Now with that, all your entities/obstacles descend from Entity.   Entity.java --------------------------- public class Entity { int position x; int position y; int width; int height; //Here go your getters/setters and contructors }   MovableEntity.java --------------------------------------- public class MovableEntity extends Entity { int speed; //Here goes your setters/getters/constructors public void update() { //Detect collision and move } } Now your walls can now extends from Entity or directly be directly a Entity. Your ball/paddle/ai can extends from MovableEntity or be directly a MovableEntity. hmm thats brilliant!   I'm gonna try to implement this tomorrow or so! I'll post here if I bump into any issues! Thank you :)
  14.   The problem with this is that the obstacle class i another abstract class that I made for objects that does not have "life" as in moving etc, they are static. such as Walls. While the entity class is supposed to be for Entities such as "living things" that are moving, etc!   I'm not sure as to how I should handle this issue..   Other then that, it's kind of brilliant! It took me a while to figure out what the code meant(it's kinda "late" here and I've been up since 5AM). But it sounds really good and I'm definitely gonna try to implement this!   Thank you :)
  15. I've already got an Update method in each entity, that updates their current position. I don't have one in my obstacles (wall) since they are not supposed to move, hence no need to update the x and y coords.   But the problem is, I'am not sure HOW I should implement it etc..