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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 AforcefulFiasco

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  1. Hey all. I've been working on my pc lately using eclipse and java applets. I want to switch over to my mac, but using vim and the command line instead of eclipse. Every time I try to compile, it tells me I don't have a main function added, which I didn't need while I was using eclipse. Can someone help me out? I'll post some relevant code. Thanks! import java.applet.Applet; import java.awt.Color; import java.awt.Frame; import java.awt.Graphics; import java.awt.Image; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferedImage; import java.io.IOException; import java.net.URL; import java.util.ArrayList; public class Main extends Applet implements Runnable, KeyListener { private Animator animateRight, animateLeft, animateUp, animateDown; private ArrayList<BufferedImage> spriteRight, spriteLeft, spriteUp, spriteDown; private Image image; private Graphics second; private URL base; private Player player; private boolean left, right, down, up; private String lastDir; private long animateSpeed; BufferedImageLoader loader; BufferedImage spriteSheet; SpriteSheet ss; public void init() { setSize(1200, 800); setBackground(Color.BLACK); setFocusable(true); addKeyListener(this); Frame frame = (Frame) this.getParent().getParent(); frame.setTitle("RPG v. 0.0.1"); try { base = getDocumentBase(); } catch (Exception e) { e.printStackTrace(); } setUpAnimations(); left = down = right = up = false; } public void start() { Thread thread = new Thread(this); player = new Player(); thread.start(); } @Override public void run() { // TODO Auto-generated method stub while (true) { player.update(); repaint(); try { Thread.sleep(17); } catch (InterruptedException e) { e.printStackTrace(); } } } public void update(Graphics g) { if (image == null) { image = createImage(this.getWidth(), this.getHeight()); second = image.getGraphics(); } second.setColor(getBackground()); second.fillRect(0, 0, getWidth(), getHeight()); second.setColor(getForeground()); paint(second); g.drawImage(image, 0, 0, this); } public void paint(Graphics g) { if(right){ animateRight.update(System.currentTimeMillis()); g.drawImage(animateRight.sprite, player.getPosX(), player.getPosY(), this); } else if(left){ animateLeft.update(System.currentTimeMillis()); g.drawImage(animateLeft.sprite, player.getPosX(), player.getPosY(), this); } else if(up) { animateUp.update(System.currentTimeMillis()); g.drawImage(animateUp.sprite, player.getPosX(), player.getPosY(), this); } else if(down) { animateDown.update(System.currentTimeMillis()); g.drawImage(animateDown.sprite, player.getPosX(), player.getPosY(), this); } } public void stop() { } public void destroy() { } @Override public void keyPressed(KeyEvent e) { switch(e.getKeyCode()) { case KeyEvent.VK_A: player.moveLeft(); player.setMovingLeft(true); left = true; lastDir = "left"; break; case KeyEvent.VK_D: player.moveRight(); player.setMovingRight(true); right = true; lastDir = "right"; break; case KeyEvent.VK_W: player.moveUp(); player.setMovingUp(true); up = true; lastDir = "up"; break; case KeyEvent.VK_S: player.moveDown(); player.setMovingDown(true); down = true; lastDir = "down"; break; } } @Override public void keyReleased(KeyEvent e) { switch (e.getKeyCode()) { case KeyEvent.VK_W: up = false; player.setMovingUp(false); break; case KeyEvent.VK_S: down = false; player.setMovingDown(false); break; case KeyEvent.VK_A: left = false; player.setMovingLeft(false); break; case KeyEvent.VK_D: right = false; player.setMovingRight(false); break; case KeyEvent.VK_SPACE: break; case KeyEvent.VK_CONTROL: break; } } @Override public void keyTyped(KeyEvent arg0) { // TODO Auto-generated method stub } public void setUpAnimations() { animateSpeed = 75; loader = new BufferedImageLoader(); spriteSheet = null; try { spriteSheet = loader.loadImage("sprites_map_claudius.png"); } catch (IOException e) { e.printStackTrace(); } ss = new SpriteSheet(spriteSheet); spriteDown = new ArrayList<BufferedImage>(); for (int i = 0; i < 5; i++) { if ( i == 0 ) { spriteDown.add(ss.grabSprite(0, 0, 32, 62)); } else { spriteDown.add(ss.grabSprite(32*i, 0, 32, 62)); } } animateDown = new Animator(spriteDown); animateDown.setSpeed(animateSpeed); animateDown.start(); spriteLeft = new ArrayList<BufferedImage>(); for (int i = 0; i < 5; i++) { if ( i == 0 ) { spriteLeft.add(ss.grabSprite(0, 62, 32, 62)); } else { spriteLeft.add(ss.grabSprite(32*i, 62, 32, 62)); } } animateLeft = new Animator(spriteLeft); animateLeft.setSpeed(animateSpeed); animateLeft.start(); spriteUp = new ArrayList<BufferedImage>(); for (int i = 0; i < 5; i++) { if ( i == 0 ) { spriteUp.add(ss.grabSprite(0, 62*2, 32, 62)); } else { spriteUp.add(ss.grabSprite(32*i, 62*2, 32, 62)); } } animateUp = new Animator(spriteUp); animateUp.setSpeed(animateSpeed); animateUp.start(); spriteRight = new ArrayList<BufferedImage>(); for (int i = 0; i < 5; i++) { if ( i == 0 ) { spriteRight.add(ss.grabSprite(0, 62*3, 32, 62)); } else { spriteRight.add(ss.grabSprite(32*i, 62*3, 32, 62)); } } animateRight = new Animator(spriteRight); animateRight.setSpeed(animateSpeed); animateRight.start(); } }
  2. Hey all! I'm working on a project that uses a click to move script to control the player. I'm having a small problem though, and it's hung me up for a good 3 hours. The character is just a cube, and he's walking on a plane. The problem comes into collision. I have a big cube in the middle of the plane that i want to run in to. Whenever you go to run at the cube, as soon as you hit the cube the player just starts to jitter around.   Here's the script for the walking:    using UnityEngine; using System.Collections; public class CTM : MonoBehaviour { private Vector3 targetPosition; public Vector3 dir; private float dist; private float move; public float moveSpeed = 100f; public bool isRunning = false; public float stamina = 10; public GameObject collCheck; public GameObject check; // Update is called once per frame void Update () { if (Input.GetKeyDown("w")) { if (isRunning) isRunning = false; else if (!isRunning && stamina >= 0) isRunning = true; } if (isRunning == false) { moveSpeed = 20f; if (stamina < 10) stamina += Time.deltaTime; } if (isRunning == true) { moveSpeed = 30f; stamina -= Time.deltaTime; if (stamina <= 0) isRunning = false; } //Revised code from JS ClickToMove if(Input.GetKey(KeyCode.Mouse1)) { Plane playerPlane = new Plane(Vector3.up, transform.position); Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); float hitdist = 0.0f; if (playerPlane.Raycast (ray, out hitdist)) { Vector3 targetPoint = ray.GetPoint(hitdist); //targetPosition = ray.GetPoint(hitdist); //var targetRotation = Quaternion.LookRotation(targetPoint - transform.position); transform.rotation = Quaternion.LookRotation(targetPoint - transform.position); } //if (rigidbody.for //rigidbody.AddRelativeForce(new Vector3(0,0,1) * moveSpeed , ForceMode.Force); transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime); } dir = targetPosition - transform.position; dist = dir.magnitude; move = moveSpeed * Time.deltaTime; /* Destroy(check); check = GameObject.Instantiate(collCheck, transform.position + (targetPosition - transform.position).normalized * moveSpeed * Time.deltaTime, Quaternion.identity) as GameObject; if (check.GetComponent<CollisionCheck>().collided == true) dir = Vector3.zero; */ if(dist > move) { //transform.position += dir.normalized * move; } else { //transform.position = targetPosition; } //transform.position += (targetPosition - transform.position).normalized * moveSpeed * Time.deltaTime; } }   I can provide more info if needed. Also will give skype ID if you think you can help over voice chat! Thanks!