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      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.

tmccolgan88

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  1. Yup. My if that called the function in true was wrong.
  2. For some reason my code is always returning the fail safe number. I just noticed that it wasn't actually working correctly. public int readScores(){ SharedPreferences data = getSharedPreferences("LIFETIME_GAME_DATA_2", Activity.MODE_PRIVATE); int bestScore = data.getInt("BEST_SCORE", 3); Log.d("Best Score", String.valueOf(bestScore)); return bestScore; } public void saveGame(int score){ SharedPreferences data = getSharedPreferences("LIFETIME_GAME_DATA_2", Activity.MODE_PRIVATE); if (score > readScores()) data.edit().putInt("BEST_SCORE", score).apply(); } This is how my code looks now. I can't seem to figure out what I'm doing wrong.
  3. Hello TechnoGoth. Ive read the link you posted a few times but it didn't seem to help.  The SharedPreferences  class seems to work perfectly though. 
  4.   Hey frob. All the documentation that I can find says that when saving to internal storage you don't need to declare permissions. I went ahead and tried the code with and without perms when it wouldn't work though.
  5. I'm trying to save the player's top score so that It will be available after the process of the game is terminated.  It seems like I got my write to work but whenever I try to read the file I get a <code>FileNotFoundException</code>.  Wondering if one of you guys can see what I'm doing wrong. //The method that saves the file. public void saveGame(int score){ BufferedWriter outputStream; try{ outputStream = new BufferedWriter(new FileWriter(new File(getFilesDir()+File.separator+"scores.txt"))); outputStream.write(Integer.toString(score)); outputStream.close(); } catch (Exception e){ Log.d("outputStream Exception", e.getMessage()); } Log.d("", "saved to file"); } //The method that reads the file. public int readScores(){ String read; StringBuilder builder = new StringBuilder(""); BufferedReader buffread; try { buffread = new BufferedReader(new FileReader(new File(getFilesDir()+File.separator+"scores.txt"))); } catch (FileNotFoundException e1) { Log.d("here 0", e1.getMessage()); return -1; } try { while ((read = buffread.readLine()) != null) builder.append(read); } catch (IOException e1) { e1.printStackTrace(); } try { buffread.close(); } catch (IOException e) { e.printStackTrace(); } Log.d("", builder.toString()); return Integer.parseInt(builder.toString()); }
  6. Well, except maybe BlackBerry OS as a gaming platform...     This made me laugh.
  7. I'm still on 7. Haven't seen a reason to change.
  8. Happens to me quite a bit. I end up analyzing every piece of code to make sure I'm not making a thread for a stupid problem.  Sometimes that's exactly what's happening
  9. No gaming platform is dying.
  10. I wind up doing this with most pieces of code I write that require more than a little bit of thought.  My first pass I code with the sole goal of getting whatever I'm trying to do working. Usually by the time it does work the eloquent, or at least not awful, solution presents itself.
  11. Made my first release to the google play store today. Hoping to get some feedback from the people that made it possible. It does have issues running on phones with lower specs, which I'm still working to get resolved.  Let me know what you think.   download it here: https://play.google.com/store/apps/details?id=com.rjava.turretgame   It's available for all android phones 4.0 and newer. Free to download.
  12. Why not just create different virtual machines of different specs to test it?
  13. Hey guys and gals.  I've been working on a basic turret shooter for android that I'm getting pretty close to releasing.  It will be free to download and ad free. I posted the beta apk file on mediafire.  You can dowload it here   http://www.mediafire.com/download/kgkia9aef5hm9ms/TurretGame.apk .    I have only been able to test it on high end phones and tablets so I'm not sure how well it will work on older phones.  Any feedback is welcome. Hope you like it.