• 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.

matt_j

Members
  • Content count

    1100
  • Joined

  • Last visited

Community Reputation

106 Neutral

About matt_j

  • Rank
    GDNet+
  1. So, I've successfully ported my game framework to Android. It currently runs on Windows, Mac, Linux, and iOS. Android has been added to the list! However... It's been an interesting adventure working with NDK, which I need to compile all the C/C++ code into a .so shared library. Suppose I make a change in the C code. Here's the steps to actually see it take effect on the device: Compile the library (from the command line, using ndk-build. /cygdrive/c/android-ndk-r7/ndk-build Copy the library into the project into the Eclipse project, if it isn't being built there already. cp -r libs/* /cygdrive/c/Users/Matt/workspace/MyProject/libs Eclipse project "Build Clean", click OK. For some reason, updating the .so files does not cause them to be transferred to the device. Click "Debug". Wait about 8-20 seconds, depending on if the app is already running and needs to be terminated or not. App is now running! What if there's a crash in the library? You have to use the addr2line utility on the unstripped version of your library. [ Reference ] /cygdrive/c/android-ndk-r7/toolchains/arm-linux-androideabi-4.4.3/prebuilt/windows/bin/arm-linux-androideabi-addr2line.exe -C -f -e obj/local/armeabi/libmylib.so Type in the pc value specified in the stack trace. It might be a good idea to set up your PATH in .bashrc. Thoughts This is incredibly tedious. That's about it, really. XCode 4.2 might be pretty sluggish these days, but at least the build process and simulator run at acceptable speeds, at least compared to Android. I can really understand the popularity of the Corona engine now. Visual Studio still remains my preferred tool for main development work, and this experience has taught me to write games in such a way that the porting process is as quick and painless as possible. Questions Can anyone help me out with these? Why does copying files into my workspace not cause them to be packed into the apk file without a clean build? I would think that Eclipse would notice that the .so files have been modified. How do I move the compile+copy step into a build phase in Eclipse? Having it print the output somewhere in Eclipse and fail if there's a compilation error is even more handy.
  2. Just to remind everyone, be sure to check out my official iPhone and iPad remake of the classic Mac game, Spectre. It hasn't been doing very well in the App Store since it was released in May 2010 so be sure to check it out! Official website | App Store Link | [twitter]spectre3d[/twitter] | Facebook 7 game modes - Multiplayer - Game Center - Incredible iPad support!
  3. Hello again! So, does anyone even read these journals nowadays? I haven't really posted anything since the new GDNet site rolled out. What's up with the front page? Why don't we have staff-written articles anymore? Where's the Journal Land posts? I always enjoyed reading those every Friday. The front page is just a bunch of links to articles on other sites. Nobody even seems to comment on them anymore. The forums appear to be just as active as ever, but the front page just seems so lifeless and generic now. Anyway, enough complaining about that. Project updates New game is in the works. It will be for iPad, Mac, and PC! It's still in early pre-production. I purchased a graphics tablet to help me make all the cool sprites that I'll need. Trouble is, a lot of what I need to draw for this game is currently beyond my artistic abilities; there's a steep learning curve here. As for Spectre, I'm slowly working on the desktop version of the game. There's a fair amount of polish left. It's really been struggling in the iOS App Store, so I am prioritizing it very conservatively compared to my other project. Check it out here
  4. Happy birthday GDNet! Thanks for helping me learn so much over the last 10 years!
  5. Spectre 1.2 has been released for the iPhone, iPad, and iPod Touch! This is a massive patch adding a massive amount of new and long-awaited features! iPad Support - A new HUD and weapon selection system - all on the game screen! The game host options and multiplayer join screen have also been revamped for the optimal iPad experience.Arcade Mode - The all-new single player mode that was designed for iOS. It's a fast-paced score attack with different power-ups, point multipliers, and chain-explosions! Your scores are sent to the Game Center leaderboard, so you can compete with friends!Retina Display Support - iPhone 4 and iPod Touch 4G users will enjoy crisp, bright Retina display-enhanced visuals!Game Center Enabled! - Over 25 achievements and 5 leaderboards have been added!New skyboxes! - There's even more skyboxes to add to the atmosphere. They're also HD-enabled for iPad and Retina Display users.Re - balanced gameplay. Spectre Classic and VR mode are easier now.Tons of bug fixes and adjustments. Home Page | Available on the App Store! iPhone screenshots below:
  6. Here's some thoughts I've been having over implementing Apple Game Center's matchmaking feature. I will clean up this post over time: GC Matchmaking uses a 'Match' system, where players join together before the match starts. This is not unlike many 90s computer games, including Doom, and even Spectre. GC Matchmaking uses a peer-to-peer system. My code does not, so one of the devices in the match must be the server. If the server leaves the game, then the rest of the players will leave the match as well, returning to the menu. When GC matches up players, there is no distinction about which device should be the 'server'. This would have to be decided after they connect together. If I still use the Host/Join buttons, where clicking "Host" sets a flag on that device that it wants to be the server, then there is still the possibility that two 'Hosts' will be matched together by the Game Center service. Only one will be the host, so a user may find that they wanted to host a CTF game, but are now playing Deathmatch (hosted by someone else) Using 'player attributes' I might be able to write a quick hack identifying one player as the game host, but there is no guarantee this will work. Reason I ** don't ** want to use it: There is no way to know how much latency is involved with any player that joins. GC Matchmaking may create a lot of games that have very high latency. Reason I * do * want to use it: GC Matchmaking provides an easy way to invite friends into a game. If they're not in the same room, they'd have to contact each other out-of-game to specify who is hosting, or what server they should connect to. GC provides an API function to show how many players are (from what I can tell so far) are waiting to play. Apple's documentation reads "A query allows your application to see how many players have recently searched for a match, across all player groups." In this case I can display a number showing how many players were interested in playing during some past time interval, but there is still no guarantee you will be playing with anyone at all if you decide to wait to join a match. GC Matchmaking has a lot of advantages to many kinds of games, but I don't believe a client-server based action game to be one of them. I think it would be a significant amount of work to write a feature that will use the less-than-ideal matchmaker to connect users together over 3G and provide high latency that the users have no control over.
  7. The enormous iPad patch is on its way. Here's a first look! And one of the interface screens in progress:
  8. I've got a new job, and I'm moving to Kelowna, BC, Canada! The Spectre update is looking great so far and should hopefully be done within the next 1 to 1.5 months.
  9. Looks like a typo to me.
  10. Check out another video I recorded here. Not the most action-packed, but shows some new power-ups and the flag mechanic. Picking up flags will give you a random power-up. Some last till the end of the round, like score multipliers, and others only last a few seconds.
  11. A new single-player timed mode is coming. Chain explosions (for extra points) will be one of the fun new features. Combos, weird power-ups, even bot allies to help you gain as many points as possible! Video link
  12. OpenFeint support is coming to Spectre for iPhone! Some optimizations will be necessary as I'm getting some low memory warnings and crashes. Skybox loader So, the skyboxes eat a fair amount of memory, I assume, and I have all 6 loaded into memory at startup. It's slow and they take a lot of memory when not being used. So, I sat down and wrote a background loader. 1. Decompresses PNG files into byte arrays in the background thread. 2. Run glGenTexture/glBindTexture/glTexImage2D in the main thread (it won't work otherwise).I do only 1 texture per frame to keep this from slowing down the UI too much Achievements The preliminary list of achievements has been written up: Single Player Level completions Complete 10 levels 10 Complete 20 levels 20 Complete 40 levels 30 Complete 80 levels 40 Combo level completions - complete in a row Complete 5 SP levels in a row 10 Complete 10 SP levels in a row 40 Complete 15 SP levels in a row 90 Complete 20 SP levels in a row 180 SP Robot destruction Destroy 10 robots 5 Destroy 50 robots 10 Destroy 100 robots 20 Destroy 200 robots 30 Destroy 500 robots 40 Multiplayer De-rez opponents without dying 6x 15 12x 25 18x 40 24x 60 Combos - de-rez opponents within 6 seconds of last de-rez 3x 5 4x 10 5x 15 6x 20 7x 25 8x 35 9x 50 10x 100 Total 925 Leaderboards - 1 Spectre Classic - 3 for each difficulty in Spectre VR
  13. Spectre 3D Lite is now available in the App Store! If you just want to try it for free, get it now!
  14. Quote:Original post by Ryman Quote:Original post by Yann L You have no idea what you're talking about Wow, what has gamedev.net come to? Get off my lawn, you kids!
  15. Multiplayer tank action! Now available for iPhone! I've been working on this project for quite a while as some of you might know, and it's finally done, and is now available for the iPhone! It also works great on the iPad (universal version coming soon). Up to 16 players Works over WiFi, Bluetooth, and 3G! Single-player remakes of Spectre Classic and Spectre VR - over 120 levels total! 4 Multiplayer modes, highly customizable, with AI bots to add to the battle! Dedicated servers offer all game modes 24x7, and are free to join! Some screenshots: The demo is coming soon, but you can visit the home page here. [Edited by - matt_j on June 10, 2010 4:08:17 PM]