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      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.

BovineFury

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  1. RoyP, do you think the profile selection menu looking this way makes it easier to see that more than just avatar is changing? [URL=http://imgur.com/0bA8N][IMG]http://i.imgur.com/0bA8N.png[/IMG][/URL]
  2. [quote name='TheeLord' timestamp='1354836346' post='5007922'] It's a lot like tetris and the basics are easy to understand, but it seems pretty deep with the different color pieces etc... Interesting idea, if it's still around in a few months maybe I'll stumble on it again =) [/quote] My role models for this were Tetris and Meteos. I've been working on variations of this game idea off and on for 10 years, so you probably will. ;)
  3. I'm curious if you noticed the two lower difficulty profiles Easy and Simple. I tried to make them stand out. The senator has to think quickly. His life is all about making rapid decisions. One of the three top speed lives to play as.
  4. Thanks for the feedback. When you say tiles clear themselves, do you mean that they disapear or that the icons disapear leaving a blank, worthless piece? I tried adding a scrollbar to the selection menu. do you think is more obvious than the arrows? [url="http://imgur.com/8Qik7"][img]http://i.imgur.com/8Qik7l.png[/img][/url]
  5. Updated the build so events don't popup by default.
  6. Part of the idea for the events was to let the player make it more difficult risk/reward. Some events have selections, like getting married. Get married and live longer (unless the spouse dies) but marriage adds complications (more of the harmful unknown pieces).
  7. There are two options for how to play: With/without the events. Auto show events. Auto show off will still have the events happen but the user doesn't have to interact with them. The events are what make the game more difficult (speeding up pieces, increasing the rate of harmful pieces, etc). Do you think that it should start with auto show off?
  8. Thanks for the input. Somebody else said that about the tutorial, I just don't know how to go about fitting that in. The game is about living a life, no actual progression like with PvZ. Just pick somebody to live as. I have ideas for a story mode but that will never happen without art.
  9. Was it not obvious that the tutorial was just a selection that could be changed with the arrows?
  10. A while ago I made a puzzle game with XNA. I've now fixed up some issues people had the last time I posted here, ported it to Unity, got it working from browers and need people to give it a try. Browser Version: [url="http://bovinefury.com/LifeTaxesAndDeathFiles/ltd_unity/play.html"]http://bovinefury.co...unity/play.html[/url] [url="http://imgur.com/bHx1o"][img]http://i.imgur.com/bHx1ol.png[/img][/url] [url="http://imgur.com/9ukxj"][img]http://i.imgur.com/9ukxjl.png[/img][/url] [url="http://imgur.com/GOKt5"][img]http://i.imgur.com/GOKt5l.png[/img][/url] I'd like to know if you can figure out how to play, is it fun, what is it missing (besides actual art). Does it work on your machine? Notice anything wierd or wrong? Comments are appreciated.
  11. This was resolved by changing paths and using devenv /useenv / to use the new settings.
  12. End result will be one compiler installed to view and run as default (if possible). Specific projects require a different compiler. For these instances the secondary not installed compiler would be used. Paths or whatever would be changed in the command line by a script to run with the secondary from it's location in the source tree.
  13. I'm trying to set up a Visual Studio build machine so that it can run command line builds with different compilers. The point is to not have to install the compilers. Everything needed is supposed to be put into the source tree and run from there. All I want to do is run a command that specifies what to build with and where it is at. How would I do this? I've been running around in circles checking msdn but haven't figured anything out. I don't typically do much with command line so I am rather lost here.
  14. Issue resolved: SetWindowPos needed HWND_NOTOPMOST.
  15. I did that but ended up with the same result. SetWindowPos(g_hwnd, HWND_TOP, g_stWindowPos.left, g_stWindowPos.top, g_dwWidth + GetSystemMetrics(SM_CXFRAME)*2, g_dwHeight + GetSystemMetrics(SM_CYFRAME)*2, SWP_SHOWWINDOW | SWP_FRAMECHANGED);