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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.

enmaniac

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  1. Hello everyone,   We would like to share some news about our first game recently released: Juice Jumpers   This project was developed by three people (designer, coder and an artist). As with any other hobby project, we have been mostly spending our weekends working on it and after two years we've finally made it!   Here are some details about it:   [Story] Juice Jumpers is an awesome puzzle experience brimming with a fun and innovative mixture of gameplay. At its core Juice Jumpers has taken the match-3 genre and added a layer of depth that will keep you chasing those massive score bonuses while blasting any pesky rotten fruits!  Create powerful Flame, Ice and Lightning droplets to quell the wormy hords Play Classic Mode at your own pace and discover clever ways to score massive points while progressing as far as your skills can take you If you’re looking for a short burst of Jumper goodness then Jumper-Ware is for you. You’ll need lightning reactions for these micro-games Evolve Mode is for the Jumper pros. Get massive multipliers and Jumper bonuses in the challenging twist [Platform] iOS (iPhone 3GS+, iPad 2+) [Screenshots] Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4   [Videos] Classic Mode Jumper-Ware   [Social] Facebook - Little Bee Studios Facebook - Juice Jumpers Twitter - Little Bee Studios Website - Little Bee Studios     We are very proud of our efforts as it has been a real labour of love and hope that you will enjoy Juice Jumpers as much as we do.   Regards, Little Bees
  2. Hi! It is quite relative. It is up to you how you would interpret mouse position change. There is no GENERAL way of transforming 2D position into 3D cause there is too little of data. However, in many cases (ie. FPP games) it is common to interpret mouse position displacements as follows: - mouse X displacement (X2-X1) rotates camera/eye look at vector around UP axis (whatever UP axis is) - mouse Y displacement (Y2-Y1) rotates camera/eye look at vector around RIGHT/LEFT axis (whatever they are) Hope it helps! ;-)
  3. OpenGL

    Hi! As for me it looks that everyting is ok. Here is the screenshot I got after running the app Quad and triangle are rendered in wire mode. EDIT: screen shot fixed
  4. The easiest way to calculate value (speed) from slider position is to do linear interpolation: speed = value_min+( value_max-value_min )*( slider_pos/slider_width )
  5. Adding windows controls and popup menus should not be a problem.
  6. Hi! Personally, I would avoid MFC especially when you havent done any programming for longer period of time. For OGL in windows environment I personally use pure WIN32 API. There are few reasons for that: - it is quite easy to create OGL capable window (approx 20-30 lines of code, including wndproc) - there are many many OpenGL examples which uses that approach, so it is very easy to find references - MFC sucks and I think it has been already dropped by MS. It also introduces losts of dependencies (number of DLLs which must be shipped together with your application)
  7. Hi! The site looks very nice. Good work! However, I cannot preview any of the models. First I got error about lack of Java support on my machine. So I installed it. Now I get 'Initialization Failed' when selected model is being loaded. I am using IE7.0. How can I overcome the problem ? Regards!
  8. Hello All! I wonder if there is a way to determine the object located at the given memory location while debugging C++ code under VC++ 2005 environment ? ie. lets assume we have a pointer value like 0x0223e4fe and we would like to know what object it points to (if any). Is there any magic string which can be entered into Watch so the compiler determines the object type it points to ? Or perhaps there is some another way ? Is it possible at all ? Thanks in advance!
  9. Yes, this is the most proper way of doing it and it is fairly simple (maybe not for the first time). In fact, it is commonly used for other control too ;-)
  10. Hi, I cant remember the Nehe tutorial but from your description it seems that you load the texture (tga file) each time the loop iterates or sth like that. Am I right ? If so load the texture only once there is no point in loading it over and over. Once loaded and created texture (in OpenGL sense) is enough.
  11. This game rocks!!! The best fun and game experience since...ahh I cant even remember!! Ok I need to get back and kick some ass of that fella who stole the pie ;-)
  12. You are right :-) I havent noticed nPage is UINT. I assumed if nPos is INT so nPage is INT as well. Thx.
  13. Hello, Recently, I am developing some application. When it came to implement OnMouseWheel function I came accros this problem. Here is the code: // get scrollbar info si.cbSize = sizeof( SCROLLINFO ); si.fMask = SIF_ALL; GetScrollInfo( SB_VERT, &si ); // get change ration si.fMask = SIF_POS; // THIS IS THE LINE WHICH PRODUCES THE WRONG RESULT!!! si.nPos -= ( zDelta/WHEEL_DELTA )*si.nPage/2; SetScrollInfo( SB_VERT, &si, TRUE ); When: zDelta = -120 WHEEL_DELTA = 120 si.nPage = 263 I got result = -2147483516 but when I change that line into: si.nPos -= ( zDelta/WHEEL_DELTA )*( si.nPage/2 ); everything is ok. Why is it so ? I guess there is sth to do with arithmetic operator priorites, Am I right ? Thx
  14. Thx all of you! It is clear now :-) Stupid me :-)
  15. Hi all, Ok it seems to be trival question but what is the difference (there must be sth cause it works in one case and not in the other) between: int function( void ) const; and const int function( void ); Thx in advance