• 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.

Shinrai

Members
  • Content count

    3
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Shinrai

  • Rank
    Newbie
  1. I'd be fine with using the fixed timestep method that you're talking about. It just doesn't seem like the standard though. Do many people use this? If so, how do they manage to keep up a constant framerate on lower end systems that may require a lower one? You can't just switch the frame rate if everything is based on frames, you'd have to change a lot of things in the game before it ran at the proper speed.
  2. I've actually done something using two boolean variables. isMoving checks whether the player is currently moving, if they player is moving, no input will be taken. The other variable atTarget checks whether the player has reached the target tile or not. If the player is atTarget and isMoving, the player will stop (Meaning isMoving and atTarget are both set to false). This works ok, but it's buggy and results with a frame skip, making the player look jittery. This is basically how the logic works. It has to really be fixed up, but I hope you understand where I want to go with it. void update(int elapsed_time_ms) { if (isWalking == true && atTarget == false) { // Update player movement } // Check if the player has reached the target if (player_x == targetX && player_y == targetY) atTarget == true; // Stop movement if (atTarget == true && isWalking == true) // Stop walking (isWalking == false) } // Just one direction for a basic example void moveRight() { if (!isMoving) { isMoving = true; atTarget = false; targetX += 16; velocityX = speed; } } This code really has to be cleaned up. Movement is buggy and it causes the player animation to stutter every time they walk over a tile. Also, if the player goes even 1 pixel over the target, they continue moving without being able to stop. Which kinda sucks.
  3. I've been wondering how to work out the logic for creating smooth tile-based movement for a player. These are the functions being used to handle player movement as of now. (Input and animation is already being handled, but not in the code. I just want to show the basics of how the logic works for now.) void Player::startMovingUp() { mVelocityY = -kWalkSpeed; mDirectionFacing = UP; } void Player::startMovingDown() { mVelocityY = kWalkSpeed; mDirectionFacing = DOWN; } void Player::startMovingLeft() { mVelocityX = -kWalkSpeed; mDirectionFacing = LEFT; } void Player::startMovingRight() { mVelocityX = kWalkSpeed; mDirectionFacing = RIGHT; } void Player::stopMoving() { mVelocityX = 0; mVelocityY = 0; } All of these values are updated in the player update function. (Everything is time-based, rather than frame-based. That's where the elapsed_time_ms variable comes in.) void Player::update(int elapsed_time_ms) { mX += round(mVelocityX * elapsed_time_ms); mY += round(mVelocityY * elapsed_time_ms); } This is perfectly fine to move the player around. But I want my player to be moving on a tiled map, locked to a grid, rather than just moving freely like this. Each tile in the game have fixed dimensions of 16 by 16 pixels. This may be important, so I'm just leaving it here.