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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. Been a long time since I looked NEHE but I have loads of the old stuff offloaded to CD, I did loads on the Brett Porter Tuts and spoke to Brett as well, bear with me and I will delve into the archives
  2. I have an old version that works with the model loading code, I also have the update of the tutorial from the brett porter site send me you email address and i will send them to you good luck hanssniper@hotmail.com
  3. Could be good but needs a lot of polish!
  4. Im unsure however I have the vc++ 3ds loader from gametutorials if you want it, may help, dunno if its still available on their site. let me know
  5. I didnt mean a tutorial I meant an actual editor Let me know
  6. Hi I only really use vb6 but what is it you are trying to connect to? is it an access database? do you have that database? or maybe you are meant to create this db for yourslef and dont have access? let me know, i can create you the database and then you can connect to it good luck
  7. do you want one in VB6? may give you some hints\tips, let me know with a message
  8. well done, great work loved the point and click menu
  9. thx for the reply ill check this out I actually realised i was loading everytime but didnt have a clue how to keep it in memory, maybe that should have been my first question Cheers
  10. I have a space game 80% coded, I am now unto sound using FMOD\VC++6 I have managed to get an mp3 track playing during my menu and when the user starts the game it continues to play. I have also got a .wav sound playing when the ship fires a shot however when collision occurs between rocket and alien the explosion cuts out the firing sound of the ship, I have tried different channels but no joy maybe there is something I am missing I have posted the procedure and the call itself Thx in advance *CALL* Play_Sound(0, ALIEN_EXPLODE, FSOUND_LOOP_OFF,1); *PROCEDURE* bool Play_Sound(long Channel, int Sound, int Mode, int Loaded) // We play a sound { if (Sound==PLAYER_SHOT) { // Sound to play Sound_To_Play_1 = FSOUND_Sample_Load(2,"data/sounds/shot.wav",FSOUND_STEREO, 0); // We play the sound FSOUND_PlaySound(Channel,Sound_To_Play_1); } if (Sound==ALIEN_EXPLODE) { // Sound to play Sound_To_Play_2 = FSOUND_Sample_Load(2,"data/sounds/explode.wav",FSOUND_STEREO, 0); // We play the sound FSOUND_PlaySound(Channel,Sound_To_Play_2); } return true; }
  11. Not sure if this is what you want to synch the character and map ------------------ void Collision(float checkx, float checky, int checkdirection) { int cmapx; int cmapy; //divide the x figure by 1.5f to get the X tile cmapx = checkx / 1.5f; ninja.mapx = cmapx; //divide the y figure by 1.5f to get the Y tile cmapy = checky / 1.5f; ninja.mapy = cmapy; //sort direction so we can progress cdirection = checkdirection; //Grab the map index checkmap = map[cmapx][cmapy].index; called with Collision(ninja.cx,ninja.cy,WALK_EAST); good luck
  12. Same here, I just make the .index either passable or not map[file_tilex][file_tiley].type = file_tiletype; map[file_tilex][file_tiley].index = file_collide; //Grab the map index checkmap = map[cmapx][cmapy].index; if (checkmap==COLLIDE_OBJECT) { //Check which object now whatever the object do something like dont walk or die
  13. eSCHEn is correct You should seed with time, I do time.h srand( (unsigned)time( NULL ) ); //New random seed
  14. sorry this just took me back to when I did 'scan conversion of a circle' at uni. I think I had Besenham nitemares ever since good luck
  15. you made the correct change in my book but Im unsure bout compilation I use vc++6.0 and it works fine for me sorry i cant be more help