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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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  1. Hi CP, The aliens have been defined as a Type (or struct in C). In other words I initialise all of them and then call them from the main game function. The problem I have is how do you put a timer in when they're initialised?
  2. Hi, I'm making some good progress with my shoot em-up, but once again the need the valuable help from the GameDev community. How do I implement a timer so that a group of 5 aliens don't all bunch up together on the screen when activated. It's a bit like saying the 1st comes out then 2 seconds later the 2nd and so on.. I know I have to have a timer but just not sure where to put it. Any suggestions?
  3. Update: Since my last post I've spent some time brushing up on Cos, Sin and Tan and feel that it's coming back to me. However, now I've refreshed my memory on the Math, how does one utilise this in my shoot em-up? I've read quite a few articles on Splines and Beizer curves, but still not quite sure on how to implement it all. Can someone be so kind to assist me? Thanks
  4. Hi Erissian, Thanks for your pointers, I'm going to look into these in a bit more details. I've been looking at the following code that also deals with trajectory, but dones't seem to work. // aim UFO bullet directly at ship dx = Ship.xcenter - UFO.xbullet; // difference in x dy = Ship.ycenter - UFO.ybullet; // difference in y m = (Float)sqrt(dx*dx + dy*dy); // magnitude (distance) UFO.xbmove = (dx/m) * BULLET_SPEED; UFO.ybmove = (dy/m) * BULLET_SPEED; I tried this with just two pixels that subsituted the alien and player ship. If both pixels had the same x co-ordinate the bullet pixel would home in. However, if I moved one of the pixels right or left from the other, the bullet pixel went of either on a complete tagent or didn't display at all. Why would this happen?
  5. Hi yaustar.. I'm using Blitz3D as my language so most of the graphics stuff is taken care of. However, I have (for now :)) 2 specific areas that I'm lacking knowledge. 1. Trajectory 2. Alien movement patterns. Basically I'm trying to write a shoot em-up that has some variety. I've done the straight forward left-right and down aliens before, but now it's time to go up a notch or two. Are you farmiliar with Xenon 2? What a killer game. Would love to get the source code for that :) Anyway, I'd appreciate any pointers you may have for me. Thanks
  6. Hi All, I need help in implementing alien movement and bullet trajectory in my shoot em-up. I've tried hunting everywhere for solutions but haven't found anything. Could somebody please volunteer to help me and I promise they'll get a copy of my game. Thanks