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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.

the incredible smoker

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  1. 2.5D is perfect sayd, i needed to read this topic because i instantly understanded what it is. Professional dont cry that it exists now, you only making 3D for money, the gameplay sucks, here is why : a joystick / gamepad is 2D. You need to make your own engine, is way better, without all the stuff you dont need + extra stuff you need. By example look at Mighty n0 9, made with unreal engine, its a realy crap made game because of wrong engine. If you made yourself you could limit the timer to a certain framerate, will cause slowdown instead of huge steps. In 3D you dont see shocks very much, and all threads working slower and faster then eachother. You know : you ride your car in a wall, after a while you get set back, we cant have that in a 2D game, its bad. 3D has many of these things that are impossible to have in a 2D game, they dont mind, they just look at the money. Many things are not made for the performance and stability you need for a good shooter. You cannot play online a shootemup, impossible, all bullet counts as 1 player, you need 0 ping. Ok in new unreal tournament they have lots of bullets on screen, i dont know what trick they use to have all that.
  2. It is easy, only what do you want : something windows ?, that is more difficult, alot to learn. Get your project where you can program in, and forget all the windows codes, later you can adjust. Dont forget, test every aspect, add small things and test and fix before adding big things, testing cost more time then programming.
  3. Hi, i am using a vertexbuffer with vertices without texture, it seems i have to do : SetTexture( 0 , NULL ); Why is the texture displayed without this ?, even with vertices without texture. Am i nothing doing wrong ? thanks
  4. Hi, i already found it, i had included D3DX9.h not D3D9.h now i included both and it compiles, only it still dont work, maybe i make another topic for that.   It is weird, the device was working, only a function of the device not. thanks for the reply
  5. Hi, i am using DX9. i try to colorfill a surface, only the compiler dont comiles ColorFill, it dont exists. In the documentation it does exist. device->ColorFill( surface , &rect , 0 );   I already included D3D9.h and D3D9.lib, why the compiler dont recognize it ? thanks in advance
  6. Also look in the future, they maybe change with 4K or 8K, still will be close hopefully.   I make 4:3 oldschool aspect also possible, with black rectangles up and down of the screen, i dont know if i wanto support it in my new to make engine, since "gamers" use 16:9. With 4:3 ratio with black beams gives space to place health bar, score & item inventory, to keep the game part clean, problem is you have to program more, and get slower fps.
  7. Hi, for a 2D game, you can use sinf & cosf, multiply that by the distance, add this to your player coordinates, now you have your rotated gun position,   You should learn about matrices, a matrix contains position and rotation, in DX9 there are functions to change & rotate stuff.
  8. Be smart, dont give exclusives just like that to anyone. If you need help building a recording studio you can always ask me what to buy, analog gear sounds much better.
  9. Thanks for the reply`s For the toolkit i see no download for XP & Win7, maybe i stay with old trusty DX9,   only it would be very handy to make stuff myself, i might understand things better for optimizing. That means i have to make a blender export plugin, i bet there are enough examples for that in C.   I use vertexbuffer for the LevelMesh, only indexbuffer i dont know exact how it works, it seems i need it for the models. And skinned animation is something i would like, only i dont wanto get involved in these seperate shader files for animations, i want everything done in 1 source code file, not learn a new shader language on top, i dont know if that is possible ?
  10. Sorry : nothing special, i better make my own music.
  11.   Oh, does D3DXMesh still exists ?, do you have to figure out now yourself how it works ?, thanks for the examples then. I still use DX9, i wanto upgrade to a better version maybe if its better, i still use XP, visual C++ 2005, can i install a better DirectX with that ? I dont wanto download a free compiler since i have professional package and can legally sell with this eventually.
  12. How about it Caleb ?, no textures yet ? Make more ships and contact me to make game. greetings
  13. Hi, i know Hodgman, i like to make a very simple game for once, nothing more. Microsoft makes all that stuff in dll, so you cannot see the actual codes and maths. By example they have this nice function also : CheckIntersect.   I was planning on using all the DirectX stuff, i dont know how to make all functions myself, i better wanto avoid all, only i dont know how ? Ok a 3d fileformat aint that hard to make. I,m also gonna use the fixed pipeline, i realy have no clue else what to do, i,m a total beginner with the goal of making some games. I only wanto invest 1 year for all music/artwork/programming.   The big problem is that i cannot optimize the functions i use : adding integer math / adding lookuptables.
  14. Hi, thanks for the reply`s. Looks like i can use Blender without problems when reading Scouting Ninja`s post. The UV coordinates has unwrap ?, that is very nice, if i have to, i will fill in the UV coordinates manually since i only do low-poly stuff. The boolean is also not perfect in 3dMax, still have to remove sudden vertices sometime, it is a very nice inspiring usable feature for the rest, max aint perfect also, especially if you look to the price. There are always other methods to make the same without boolean, and will be more perfect, so i can live with that. I,m surely i going to use Blender, if i have some question i will post them in this forum. thanks
  15. Hi, i was planning on using Blender in the future, is it bad compared to 3dmax ?, i,m used to 3dMax. The good thing is that it supports .X files for use with DirectX.   thanks