• Announcements

    • khawk

      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.

Lactose

GDNet+ Standard
  • Content count

    910
  • Joined

  • Last visited

Community Reputation

11417 Excellent

About Lactose

  • Rank
    Advanced Member
  1. Then the problem becomes which ones to add. This will vary from game to game, based on their design. Some things might be more universal (idle, run, walk, jump), others might be super-specific.
  2. I think the closest you would get is putting the animations up for sale on the asset stores for Unity3D and Unreal Engine 4. It might be tricky if it's only death/injury animations -- the developers might prefer a more complete package of animations. Major game development companies (i.e. AAA studios, making games like Call of Duty and the similar) would most likely not be in your target audience. Instead, I would aim for more mid-tier, indie and/or startups.
  3. The problem with new users in this regard, is that there is a continuous stream of them. New users learning over time means nothing for even newer users who join. By the time they have learned, another set of users would have arrived, etc. There's also the issue that most stuff that was relevant 5+ years ago (to name an example which is not on the most extreme side I've seen) is likely to not be relevant today. As an example, a thread might pop up complaing about an issue in Unity 2.0, with the new post advocating for updating to Unity 5.0 due to it being fixed there.
  4. Why would you need poison?
  5. "Programmers waste enormous amounts of time thinking about, or worrying about, the speed of noncritical parts of their programs, and these attempts at efficiency actually have a strong negative impact when debugging and maintenance are considered. We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%." - Donald Knuth. In this case, you're in the 97% part, not the 3% part. If you're so keen on optimizing, consider optimizing your thought process. Don't waste brain cycles on stuff that has no measurable/noticable impact.
  6. Like Alberth says, you can just use a normal 3D engine and position the camera where you want it. You might also want to make the camera orthographic, which disables perspective. In Unity3D, this is just a setting on the camera component.
  7. Just quoting this for emphasis. Initialization will happen in the order they are listed in the class, even if you write them in a different order in the initializer list. This can lead to some quite frustrating bugs if you aren't expecting it. The following example will not have the expected behavior: class Character { public: Character(int health); private: int currentHealth; int maxHealth; }; Character::Character(int health) : maxHealth(health), currentHealth(maxHealth) { } The reason being that currentHealth(maxHealth) will happen first (due to currentHealth being listed first in the class), even though it is listed last in the initializer list. Instead, you would want the following code: class Character { public: Character(int health); private: int currentHealth; int maxHealth; }; Character::Character(int health) : currentHealth(health), maxHealth(currentHealth) { } (Alternatively, you could also simply swap the order of the class members currentHealth and maxHealth in the first example.)
  8. (Emphasis added.) If you believe this you are mistaken, and you should research what copyright actually is. Ideas are explicitly not covered by copyright. You cannot copyright ideas.
  9. If you have the initialization in the header, every file that includes that header will have to be recompiled if you change the value. As for tracking it, just hit compile and see how long it takes.
  10. Some devices have a size limit on textures, but I think 2048x2048 is supported by most stuff these days. You should check your target devices to see if it's within the limits. Larger/more textures will require more memory. If you have lots of textures, you might run into problems with your game requiring too much memory. Again, this is something you'll need to check on your target devices. Larger/more textures will also increase download size and loading times. Apart from that, there shouldn't be anything special about increasing the texture size.
  11. Initializing variables like that is only possible from C++11 and onwards. This might explain why you haven't seen it a lot. There are times where it might be useful (if the variables should always be the same thing, i.e. not default to different things in different constructors/circumstances, etc.), and times were you cannot use it (depends on variables passed in, etc.). Some more information about this here: https://stackoverflow.com/questions/28413154/c-initializing-variables-in-header-vs-with-constructor
  12. If you can just check where they are, doesn't that mean they are already in a correctly sorted array? Anyway, I wouldn't put the moving up & down in Update. Put it wherever the score* is changed -- that's the only time the standings can change. The only thing I might want to put in Update is if you are displaying or animating the actual transition (if you can see players slide around in the ladder instead of just instantly always being in the correct spot). I would probably just bubble sort from the affected player, with an early out if standings don't change. *score being points or whatever metric you are using to sort the array.
  13. True, I should have been more precise with my terminology My main point was that this is essentially a minefield -- be careful where you step, and don't set yourself up for more pain than you need to.
  14. Two main problems: 1. It doesn't matter if you're making a commercial product or not, Nintendo will not allow you to make a product using their characters, trademarks or other copyrighted material. "It's a fan project" (or similar) does not make them say ok. 2. It doesn't matter if you care about Nintendo or not. What matters is that Nintendo cares about their intellectual property, trademarks, copyrights, etc. They care enough that they will take legal action against you if they find out about the product (and I find it very likely they have people who have it as their job finding stuff like this). If you use the name/likeness of Mario, or any other Nintendo stuff, you are setting yourself up for pain, which is a silly thing to do.
  15. I don't immediately see how you can compute the yellow rectangle. In the drawing, you are using information gleaned from looking at the contents of the image (this part is just a tall part of the building, it's not at ground level. Thus, I will ignore this part of the image when creating the yellow rectangle). Unless you have a separate image/channel with additional data ("height" or similar?), I don't see how this can be done?