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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 crow007

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  1. This site is pretty cool http://www161.lunapic.com/editor/
  2. ... if you had color and things. LOL.  What i mean by reordering is that the ball would be under the pucks and inf the score was at top left and right, the pucks would be under them. Now that I took a good look at your screen shot I guess these improvements would not have an effect. Anyway maybe for you next project just remember last drawn will be the most visible and first drawn with be less. So, "the first shall be last".   -CROW 
  3. window.clear(); window.draw(ball); window.draw(player); window.draw(enemy); window.draw(plScoreTxt); window.draw(enScoreTxt); window.display();   Good job. game looks sound. The above reorder of objects might look better.  
  4. Don't know what engine this uses. A link would be nice.  If I have to google it then I feel obligated to charge you for services.   J/K.     I'm with LennyLen on this one.  Just a weird post. good luck.     -CROW
  5. [Disclaimer: I don't have any experience making anything like an RPG game.] either!   I think the player should know where his is at all times. (what map, objects near by, position). For Maps sectors  in the system to know where the player is, I would register/unregistered the player to that sector as he comes in  that sector or moves out of that sector. This way your collusion code could navigate the system by sector and take a peek at the registered players count and spin off more threads on the collision routine in that sector if the count is higher.    Just my drunk thoughts.   -CROW 
  6. aspirer, Thanks for playing my game. I have alot of ideas for powerups but ran out of time. I was thinking of having the puck be able to catch balls into a quiver and releasing balls at will to confuse your opponent. It was fun anyway. Im going to look for more contests and see what else I can come up with. Maybe we can team up on something together. -Crow
  7. Where is the feedback from the Judges? Anyone?
  8.   Hmmmm. none of the power ups are working.  I just see 2 pucks a ball and a box that rotates but never does anything when you hit the box with the ball. looks good though. smooth graphics although the puck moves a little slow and makes it hard to catch up to the ball after 10 hits or so; like you said, "a known bug".  I hope you continue to work on it. -CROW
  9. From the album Pong Game Contest

    Early screen shot of concept.
  10. From the album Pong Game Contest

    Screen Shot right before submission.
  11. Had to fix a crasher bug. Its late but here it is 
  12. Start menu  Added. That's it;  Out of time. Thanks,  CROW
  13. Here is what I have so far.  Needs lots of work. Only 4 hours left "o NO!" Should work on windows with .net 3.5 and managed dirextx 1.0.2902.0.   http://crow007.com/PongOut.zip     
  14. I want to post my game tomorrow but I want to know if this meets the time requirement: if a players brick gets hit behinde them they get frozzen for a time penelty and cant move which give the other player time to kick ass at breakout. What do you think?
  15. Here is my first pass: Each player has to use their puck to save the bricks behind them from getting taken out by the ball or some other power up from their opponent.  First player to lose all their bricks losses the round.