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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.   Thanks a lot, I will try! Much appreciate!
  2.   Thank you for your response!    But I have a little misunderstanding =) Could you explain what do you mean here: "have you tried bumping the solver iteration count on your player to see if you get better stability"?   Thanks in advance, Denis
  3. Hello to everyone!   I have some problems with internal ship gravity in my unity3d game. I have a ship that can move in all directions and also rotate. And I have a game object with character controller which represensts my FP Character.   How do I properly calculate gravity for my character?   I've tried to use rigidBody.AddForce(), but there is a problem with friction - when my ship rotating, after a few seconds character start sliding.   Does anybody know how to calculate gravity like in Pulsar: Lost Colony game?   Thanks in advance, Denis.
  4. Hello!   I'm generating a huge terrain from my random-generated height map (based on perlin noise). Map divided into squares. Each square must have its own texture (texture distribution based on biome and some render parameters). All textures packed in atlas. Each square (which consists from two triangles) must be drawn with specified texture, taken from atlas   Question is how to set the atlas source rectangle for this squares?   Here is the fragment of code, where I'm setting texture position for each vertex.   Vector2 texturePosition; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { texturePosition = new Vector2((float)x / 32, (float)y / 32); VertexPositionTexture texture = new VertexPositionTexture(new Vector3(x, heightMapData[x, y], -y), texturePosition); vertices[x + y*width] = texture; } } As expected, texture atlas layed and looped on whole terrain. What do I need to change in order to achieve my goal?   Thanks in advance, Denis
  5. Thank you! Thats what I'm looking for!
  6.   Where I can find full tilesets for DF?
  7.   Sorry, I need to clarify my request. I need a simple plain tileset like tilesets using in graphic pack for DF.
  8. Hello!   Is there anybody have a big tileset with small tiles (like Dwarf Fortress textures) with ground textures, objects and etc. I need some dummies for testing my engine. Optimal size: 16x16. But if somebody has tileset with tiles proportion 2:3 (8px on 12px) - it will be wonderfull and amazing!   Also, if you know resources, where I can find such a tileset - write, please.   Thanks in advance.
  9. Nypyren, thank yiu very much for this example!   I will try to use it!
  10.   I'm trying to print some special characters (triangles, arrows and etc.). And on different computers I get different results - characters are printed, another characters printed or symbols "?" printed.    I guess it is problem with encoding and fonts. I changed the font to Consolas, then to Lucida Console, but nothing changed (also, I changed Console.OutputEncoding to UTF8, then to unicode) and combine all of this settings.   The way using System.Drawning is usefull, but very simple for me - I want to use a Console.... The main problem is incorrect char printing.
  11. Hello!   I'm writing my game with C# using ASCII-graphic. Firtsly, I used a Console with kernel32.dll fast buffer and graphic output. Here is imported function:  [DllImport("kernel32.dll", SetLastError = true)]         static extern bool WriteConsoleOutput(           SafeFileHandle hConsoleOutput,           CharInfo[] lpBuffer,           Coord dwBufferSize,           Coord dwBufferCoord,           ref SmallRect lpWriteRegion); But the color range for console is poor and I have endless problems with proper encoding settings.   Can you help me to find the best way of ASCII-graphic implementation? Should I use a Console with proper settings (which I need to find) or using Graphic API as XNA, for example. If anybody knows some libraries (with Console or XNA graphic) for ASCII-graphic, please, share with me!   Also, I'm waiting for wise advices.   Thanks in advance.
  12.   Yes, I got it) Thanks!   And what should I do with my camera? I've got a 2d game with non-rotation camera (like old FF). This impementation means that when player crossed -1 point at Y axis, camera and player simply moves into new location? It seems not so seamless as I imagine... But there is only one way to do it?   Hoping for your help, Denis   P.S. Sorry for my English =)
  13. Thanks a lot!   Torus is not my variant, I want to model a sphere loop. But I forgot about one thing - I have a 2d graphics like old-style games (FF1, FF2) and I cannot rotate elements at map... Any Ideas what I can do with this situation?   Thanks in advance, Denis 
  14. Hello to everyone!   I want to start a little discussion about looped world map. In my game I have a world map. It stores in memory as 2d-array of different cells with surface description. It is like an unfolded world map     As I understand, when player stands at the top of map (on the northest point of Greenland) and tries to go forward, he fall in water at point marked with red cross   [attachment=16724:WorldMap.gif]   And player's move direction reversed (but for gamer all things normal)   Does anyone know the good implementation of cycled world map or some articles about it?   Thanks in advance, Denis
  15. For animals and other "enemies" and for all non-static objects possible to use a limited queue. For exampl - when one of monster spawn, it adds to the list of updateable entities. if list is full - remove last added monster. also you can add a condition for deleting - the monster should sta out of current viewport.