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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.

DarrenVortex

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  1. So I wrote my first SDL game (don't ask why I'm still using SDL, it's a programmer's thing), and everything looks good, except... ... LAG! ... The lag happens when the background images are blitted. When I reach an area where the background is white and no images are blitted, everything looks smooth. Each image is loaded into a SDL_Surface (once), and blitted every 1 ms inside my draw() loop. The images are jpeg format. To give you a better picture, this is the regular game scene and this is also where I'm laggy as I move around:         And this is the end of the scene, where the lag magically disappears:       As I walk back into the regular game scene, the game starts to get laggy again!   So, my question in a nutshell: How to make the game more efficient so that it doesn't lag out? (e.g does using bmp images have an effect? Should I not blit them every time in the loop?   Also, if you MUST see the code, here it is: http://pastebin.com/0tK4EWeP
  2. I know I know it's a pretty long title! Well I guess I should say Hi first since I'm a newbie in Gamedev.net and this is my first post... Oh well, I guess I'll go right to the point then!   I'm a programmer. I've explored many aspects of programming so I know basic computer science stuff (I'm actually language-independent now!), and now I want to make a game! Luckily, I have a designer who's made me a 3D spaceship in 3Ds Max, and right now all I really want to do is:   1. Create an phone game app (Preferably compilable for both Android & iOS) 2. Import the spaceship model (I have it in .obj format right now but max can convert to some other formats as well.) 3. Make it move up and down!   I have many options in front of me: Cocos3d, Unity3d, jMonkeyEngine, and similar libraries / frameworks. But I don't really know where to start. I've tried some but haven't quite found the ideal choice yet. Things that affect my choice of framework are:   1. I hate Unity since it's GUI dependent, and I'm a low-level programmer (I see the world in text-based!). I don't use IDEs for app development, just a text editor and a Console + simply reading the doc and calling the APIs from code. I just want a framework / lib, not an entire SDK. 2. I'm still a beginner in game dev, so simple-to-follow and complete documentation and an easy-to-start-with library. 3. Easy 3D Support   Now with these said, what do the masters suggest me to use?