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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 newbie_game_dev

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  1. Im trying to copy some game do about how they make a HUD and then when u press some icon it will be a game object where you can drag N drop it. For example the game C0C where when u click the house it will eventually be a game object and you can place it anywhere else.. I have this code   void OnMouseDown(){ print("icon script getting mouse down"); GameObject instance = Instantiate(bombInstance); Vector3 mousePosition = new Vector3(Input.mousePosition.x,Input.mousePosition.y,19); instance.transform.position = Camera.main.ScreenToWorldPoint(mousePosition); } problem here is I have to click twice. One for the HUD icon and the other for the instantiated object to drag to the scene. Can someone help me how to attain the Drag N Drop HUD icon where many games do?  
  2. Mac OS X 10.6 Snow Leopard - http://t.co/6mKMQvIdbd I want to order max osx snow leopard. How long before i receive the item?
  3. There is a new engine again and I think it has a visual scripting editor same as Unreal. Question though when do you use Visual scripting and when do you do coding? VS is use mainly on gameplay I think and if that's the case then will there be a time that coding will be replace by VS on game engines? Cause Unreal have VS, Cryengine have VS and infact they all encourage people to use VS rather than coding(since most tutorial focus more on VS tbh. For example unreal. There are too many tutorials about blueprints.)
  4. Wait you could make it a spritesheet? How?
  5. So im trying to learn HLSL. This is the result     What happend is that the light part on the box is also rotating together with the box. The light should be in fixed position.   This is my shader file float4x4 world; float4x4 view; float4x4 projection; float4 lightColor; float3 lightDirection; float4 ambientColor; struct VertexShaderOutput { float4 Position : POSITION; float4 Color : COLOR0; }; struct PixelShaderInput { float4 Color: COLOR0; }; VertexShaderOutput DiffuseLighting( float3 position : POSITION, float3 normal : NORMAL) { VertexShaderOutput output; //generate the world-view-proj matrix float4x4 wvp = mul(mul(world, view), projection); //transform the input position to the output output.Position = mul(view, world); float3 worldNormal = mul(normal, world); float diffuseIntensity = saturate(dot(-lightDirection, worldNormal)); float4 diffuseColor = lightColor * diffuseIntensity; output.Color = diffuseColor + ambientColor; diffuseColor.a = 1.0; //return the output structure return output; } float4 SimplePixelShader(PixelShaderInput input) : COLOR { return input.Color; } technique VertexLighting { pass P0 { //set the VertexShader state to the vertex shader function VertexShader = compile vs_2_0 DiffuseLighting(); //set the PixelShader state to the pixel shader function           PixelShader = compile ps_2_0 SimplePixelShader(); } }     and this is just what I did on Draw method    foreach (ModelMesh mesh in model.Meshes)             {                 foreach (ModelMeshPart part in mesh.MeshParts)                 {                                          part.Effect = effect;                     effect.Parameters["world"].SetValue(world * mesh.ParentBone.Transform);                     effect.Parameters["view"].SetValue(view);                     effect.Parameters["projection"].SetValue(projection);                     effect.Parameters["lightDirection"].SetValue(new Vector3(1, 0, 0));                     effect.Parameters["lightColor"].SetValue(Color.Green.ToVector4());                     effect.Parameters["ambientColor"].SetValue(Color.DarkSlateGray.ToVector4());                 }                 for (int i = 0; i < effect.CurrentTechnique.Passes.Count; i++)                 {                     effect.CurrentTechnique.Passes[i].Apply();                     mesh.Draw();                 }                            } Anyone ideas whats wrong?    
  6. The response on this thread is amazing. Thanks everyone.    This is an open ended question so feel free to share your experiences and story. In this world full of competition especially on game dev since theres a lot of talented people out there, its easy to loose motivation. Maybe by sharing what youve done in the past can inspire others :D  I do  read a lot of thread here most of the time so i always check my thread :D.   This will definitely help a lot of newbs out there who also aspire to get into game dev just like me.
  7.   Thanks for giving me an insight on how game companies work( i mean hire someone new). This has change my view.
  8.   I never know that. Thanks for explaining this. 
  9.   Thanks for the link.. I will definitely read them
  10.   I see. so it depends on what do you want to be. Something I dont understand, if you're a game programmer. You will never know how the engine works. You may understand how it does but how it works is a complete mystery. So uh how can they hire you for a engine programmer? If you started out as a person making game from scratch then releasing it, you got a higher chance of getting into that company as oppose for person who had just use a pre existing engine? So it means that doing a game from scratch(not a general purpose engine but only for the game your doing) is much preferred? I maybe over thinking this a little bit
  11.   OMG that bad ass engine.  AMAZING! Im so jealous :(  I wish I was introduce to computer in an early stage but we are just poor back then and cant even afford to buy computer. Just out of curiosity at what age did you start game prog and work at a big company?   At the age of 25 this is almost impossible but there's always a chance how little that may be.      Upon seeing this. I plan that if I get the basics of say for example XNA/Monogame. Make 2 projects from those like pong clone and breakout game. Then move to unity for RPG style. Is that what are you suggesting? C# is the only language I know so far so Unity and XNA/Monogame is the best choice.
  12. I got a lot of question for people who are now succesfull or finally achieve what they want in game industry.   My question is.   How did you start? What did you do to get in to where you are right now?(making games or working for EA or ubisoft or an indie). If you are a beginner on this generation. Are you still going to do the oldschool style of making your own game from scratch or are you going to use an engine like Unity,cryengine or unreal? Did you got to game programming school? or are you from different background? How does it help you from developing games? If you ever wanna get into game company as for starters will you ever gonna use a pre existing engine? our are you going to start from scratch to learn whats going under the hood as thats what most AAA company is looking for?(IMO)   Basically Im asking your story :D   My background:   I have never work for an IT company before. So mostly I program by myself. Doing some stuff like database app just for fun. A little web dev here and there. I dont have any degree. Most of my knowledge are self taught. I want to go to school but i cant afford right now. Now after some reflecting. I realize I still want to get into game dev.   Maybe from your story I could learn something. who knows.
  13. Hi. I have a problem in tile collision. I am using Libgdx framework. I got the working tile collision base on their example the problem though is that is collision happens I cant move my sprite. For example if i have a collision in right side I cant move my sprite to move up or down :( Here is my code int startX, startY, endX, endY;         float pushx = 0,pushy = 0;         // move player         if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){             dx=-1;             currentWalk = leftWalk;         }         if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){             dx=1;             currentWalk = rightWalk;         }         if(Gdx.input.isKeyPressed(Input.Keys.DOWN)){             dy=-1;             currentWalk = downWalk;         }         if(Gdx.input.isKeyPressed(Input.Keys.UP)){             dy=1;             currentWalk = upWalk;         }         sr.setProjectionMatrix(camera.combined);         sr.begin(ShapeRenderer.ShapeType.Line);         Rectangle koalaRect = rectPool.obtain();         koalaRect.set(player.getX(), player.getY(), pw, ph /2 );         float oldX = player.getX(), oldY = player.getY(); // THIS LINE WAS ADDED         player.setXY(player.getX() + dx * Gdx.graphics.getDeltaTime() * 4f, player.getY() + dy * Gdx.graphics.getDeltaTime() * 4f); // THIS LINE WAS MOVED HERE FROM DOWN BELOW             if(dx> 0) {                 startX = endX = (int)(player.getX() + pw);             } else {                 startX = endX = (int)(player.getX()  );             }             startY = (int)(player.getY());             endY = (int)(player.getY() + ph);             getTiles(startX, startY, endX, endY, tiles);             for(Rectangle tile: tiles) {                 sr.rect(tile.x,tile.y,tile.getWidth(),tile.getHeight());                 if(koalaRect.overlaps(tile)) {                         //dx = 0;                         player.setX(oldX); // THIS LINE CHANGED                         Gdx.app.log("x","hit  " + player.getX() + " " + oldX);                         break;                                      }             }             if(dy > 0) {                 startY = endY = (int)(player.getY() + ph );             } else {                 startY = endY = (int)(player.getY() );             }             startX = (int)(player.getX());             endX = (int)(player.getX() + pw);             getTiles(startX, startY, endX, endY, tiles);             for(Rectangle tile: tiles) {                 if(koalaRect.overlaps(tile)) {                     //dy = 0;                     player.setY(oldY); // THIS LINE CHANGED                     //Gdx.app.log("y","hit" + player.getY() + " " + oldY);                     break;                 }             }         sr.rect(koalaRect.x,koalaRect.y,koalaRect.getWidth(),koalaRect.getHeight() / 2);         sr.setColor(Color.GREEN);         sr.end(); The solution i think is to push back the sprite when collision happens, but i dont know how. pls help :( thanks