• 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

114 Neutral

About Zippery

  • Rank
  1. Got it sorted after looking at my code for the last 3 hours, my collision detection routine was flagging my sprite as being on a platform (which strictly speaking it was) for a split second while it was touching the side of the platform and moving towards it while also jumping - as soon as it reached a certain point it kicked off the animation briefly before stopping it again as the sprite flew above the platform. It was this that I was seeing - I hadn't put a check in to disable animation at that point if the sprite was in an upward jump motion. Cheers!
  2. It's been a long day - that made me laugh - much needed!! Yeah sorry, I know it's a really vague question. The problem is I can't post a video of it as the problem doesn't seem to be visible in the video when it's been recorded - even though I can see it clearly with my eyes (on the actual device it's running on) I'm gonna do as you suggest and try to log out which animation frames are showing and when... might give me some insight into what's happening. Cheers!
  3. All I wasn't sure which forum to place this in as it's quite an odd question. My 2d platformer has an odd problem but I'm not sure it's a real problem as such. I'll try to explain as best I can. When my character jumps into the side of a platform, and then on top of it, it looks, momentarily like there is a 'glitch' in the animation. Thing is, if I put a thread.sleep in to slow the game down, I can't see any such glitch. If I video it and plat it back, again I can't seem to see anything. Has anyone come across something like this before? Could it be an issue bought about by my frame rate? Sorry it's so vague but I'm not sure how else to explain it. It's not a deal-breaker but it is extrememly annoying. Any thoughts would be welcome. Thanks.
  4. Thanks all, yep my platforms are pretty much flat at the moment, I don't thik I will be introducing slopes at this point - thanks I will probably stick with the constant gravity method as it seems a lot easier to employ than switching between states.  Cheers!
  5. Hi Guys   I'm currently writing a 2d platformer for Android smartphones / tablets and I have a question regarding gravity.   I read up a bit before I applied gravity and from what I could tell, it seemed that gravity should be applied 'constantly' to characters (Like it is in real life).   By this, I mean, if the character is standing on a solid floor/platform, gravity will still be pulling him down.   My collision detection, will predict that his next position will be 'in' the platform and correct it before rendering.  This way, when he isn't on a platform, he will just fall without me having to do anything extra.   However, I read an interesting article about how Sonic was made and it states that:       So I'm guessing they have a boolean value 'gravity' and just switch it true or false depending on when they want the gravity to be applied. (So false when on floor/platform, then switch to true when not).   I'm just wondering which of the two methods do you advocate and why?  Which one would be easier to work with and why?   Thanks!