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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 Viper173

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  1. I've heard this suggestion a couple of times so far, d000hg. Except the engine power, what would you suggest? Spending money on engines, making them more poswerfull. OK, added to my ToDO-List! But this doesn't make the ship smarter:) So far the two strategies are simple to understand and implement. The ship could detect whether one of its sides is badly damaged and could try to avoid facing it its opponent. OK, sounds good. What other "simple to define strategies" would you suggest? Avoiding the bullets is way to complicated and regarding the ship's inertia kind of impossible.... hmmm, I'm pretty much out of ideas here, guys.
  2. owl, does the "prepare to fight" message appear when you hit the fight! button? I'm quite new to Java, and I heard some complaints that it doesn't work sometimes. sorry.
  3. Oh, I see. I lost against Diego too. Well, funny how the "pointer" ship always hits between Ship and turrets. I think this scenario doesn't work in Level 2, because you have smart turrets there, predicting the future position of the opponent ship. thx
  4. no, no. Time steps between frames are CONSTANT. "Delta t" is even the same in all three time multiplier modes. Well, it's strange...the concept is soooo simple (point square coll. test) but I'm simply not getting it:)
  5. Hitting covered tiles: that problem has a history... I really don't know what's causing this bug. The time steps should not be responsible for this. I guess I just gotta spend hours - again - finding the answer to this question:( We tuned the balancing a bit so far. Sure, armor could be balanced a little better here and there. Almost everybody comes up with the idea "rotation of the ship in order to cover the damaged site" :) I guess I MUST implement this thx, LorenzoGatti
  6. Yeah, thanks. Turret info when mouse over - great! beating the same opponent over and over again - I realized this issue before, I think I gotta do something against! thx
  7. Thanks for the feedback, again. It's funny how you can figure out all those tiny little possible problems that I partly realized when programming it. I hardly recognized them myself, but so many users can figure out problems soooo quickly!!! I guess this is why main publishers tend to beta test on customers ;)
  8. Thanks for the great feddback, guys!!!!! The problem that the very first user doesn't know what's going on, I heard before. What would be a good way to solve this?? Maybe a short describing panel on top of everything that you have to close, like a tutorial.... dbanumgart, yes, the moment of inertia is being calculated and it adds tiles with the radius squared. So tiles that are far away add a lot more moment of inertia, making the ship turn slowly.... I think, I should change this. Great that you guys like, this way we can invest more time in implementing new features. jonahrowley, I liked the idea of mines. Never thought of that before :) Graphics failurs!!! I really can't help myself. Those gifs seem to disappear after a while and I have no idea ahy java does this. For the record: I don't like java, but it's fairly simple, free, and common...
  9. Yeah, that's true! The web site layout is REALLY simple! I was thinking of a nice background image with the firing space ship or something...
  10. pretty nice! I got a little confused when loading a game. I think there's gotta be a feedback when a game is loaded.
  11. Hi, everyone! Tile Wars is a two-man-project and actually the first game I really completed:-) What do you think of the game's concept? Is it fun to play? I welcome any kind of Feedback. thanks www.tilewars.de Viper173
  12. Hi everybody. I seem to have serious problems with vertex shading. I can't even get a standard vertex shader running, although I've been into the topic for years:( Here's what I did: glLoadIdentity(); gluLookAt(Camera.Position[0], Camera.Position[1], Camera.Position[2], vehicle.body_pos[0], vehicle.body_pos[1], vehicle.body_pos[2], Camera.UpVector[0], Camera.UpVector[1], Camera.UpVector[2]); glPushMatrix(); glTranslatef(body_pos[0], body_pos[1], body_pos[2]); Matrix_C_to_OpenGL( &Rot_m[0][0], &OGL[0][0] ); glMultMatrixd(&OGL[0][0]); cgGLBindProgram(vertexProgram2); cgGLEnableProfile(vertexProfile2); cgGLSetStateMatrixParameter(modelViewProjMatrix2, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY); cgGLSetStateMatrixParameter(modelViewMatrix2, CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY); cgGLSetStateMatrixParameter(modelViewMatrixIT2, CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE); cgGLSetParameter3f(lightpos2, 20.0, 20.0, -80.0); Chassis.DrawModelVBO(1.0); // . . . and a standard vertex shader which only does diffuse shading: vertout main(appdata IN, uniform float4x4 ModelViewProj, uniform float4x4 ModelView, uniform float4x4 ModelViewIT, uniform float3 lightpos) { vertout OUT; // translating \ OUT.HPos = mul(ModelViewProj, IN.position); // lighting \ float4 tt; tt.x = IN.normal.x; tt.y = IN.normal.y; tt.z = IN.normal.z; tt.w = 0.0f; float4 N = mul(ModelViewIT, tt); N = normalize(N); float3 cpos = mul(ModelView, IN.position).xyz; float3 L; L.x = lightpos.x - cpos.x; L.y = lightpos.y - cpos.y; L.z = lightpos.z - cpos.z; L = normalize(L); float t = N.x * L.x + N.y * L.y + N.z * L.z; t = saturate(t); OUT.Color.rgb = t; return OUT; } The car is not beeing shaded as it should be. It's mostly black and actually the brightness is way more depending on how the camera moves than the orientation of the object. Using a diffuse shader this should not be this way :) Thanks for your help
  13. Puuuh... O.K., so I'm NOT crazy! People used to look a little different at me when I told them that my programs even make the graphics card emit high pitch noises :) I think that even at the high level frequencies we usely have in pc hardware it comes to resonance in the circuits due to things like overlapping. If these overlapping frequencies end up in the kHz level we can hear them... but that's only a guess :=)
  14. Hi there! I know this one doesn't quite belong here, but: Why is my X800XL (silent pipe!) making high frequency noises only when the pixel shader I programed in cg is working in my own OpenGL program? The 3D animated menu in my OGL program is working fine without noises. When I choose to go into my actual scene, I know whether my cg pixel shader has a syntax error only from hearing these noises or not. ----------------------------------------------------- And just to quote a real question: Is it possible to use double precision floats in cg pixel shaders?
  15. Oh... thanks. Then I got this wrong. I thought of it like a trial version.