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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 JohnnyCrazy

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  1. No, all other Applications are running without Problems (Battlefield 4, LoL etc.)   Mh, okay... 
  2. I dont draw these Triangles on purpose, they are Rectangles.   I use "org.newdawn.slick.geom.Rectangle" for it. If I would draw a Circle, you would see Triangles in the Circle.(Basically ever geom is made out of Triangles, and if i turn AA on, you can see them)
  3. Hello,     I made a Java 2D Game, written with the Slick2D + LWJGL Library. On my Laptop, its perfectly working with Anti Aliasing on an Intel I7 and a HD 4000 Graphic Card   But, when i transfered it one to one to my PC, the Anti Aliasing creates Triangles/Diagonals. If I turn it off, it works without Problems. (But I need AA)   PC Specs: Graphics Gard: GTX 680 EVGA CPU: FX 8350   Picture with AA:   Without:   Any Help would be appreciated ;)   Regards, Johnny
  4. Hello,   First something about my Project: For a important school-work, we need to develop a game in Java. Since we are allowed to use Librarys, i decided to use SLICK2D/LWJGL to create my game (If you know a better one, say it :P). My game is called BrickBreaker, a classic game in which you have to destroy Bricks with a paddle and a ball.     I solved nearly all my issues alone, but for this one, i can't find any answer:   To get the collision detection working, when the ball hits a Brick, i have to check which side was hit by the Ball. I achieved this with creating a Line on each side, and then i check if the line collides with the Ball and return the code for that direction (e.g "south","west"). This works at the most collisions, BUT:   Since i hava a Circle Object as ball, i also can happen, that the Ball collides with 2 lines of a Brick, e.g if he hits a corner of a Brick. Then, the ball goes in that direction, which was checked first, and often thats unrealistic and looks ugly.   Steps which i already tried: Storing all collisions with the lines in an ArrayList, and then checking if the ArrayList contains 2 Directions. If so, turn the Ball 180°. Works at all, but there are moments where it totaly looks crappy: The ball would turn around 180°, but normally he should just go down. ( it collides with north and east)     I hope you can understand my Problem, if not, i will post more Infos. Thanks, Johnny