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Andreas Persson

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About Andreas Persson

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  1. Hi, Me and my friend (ApGames!) just finished our latest game Herofy. To celebrate this we are offering our old game Caelum for the price of a tweet until the 3rd of July. Herofy is a match-3 puzzle adventure. Guide your hero or heroine through a series of dangerous dungeons, using your magical powers and your wits alike to reach the next door. As you make matches, your character falls along with the objects you're matching. Can you get them to the exit? Collect coins, defeat monsters and save the kingdom! * 100 challenging levels * Rotatable playing field * Two different level types - break all the marked tiles, or find the key! * Eight different power-ups to buy and use * Play as a hero or a heroine * Watch out for the monsters! * Timed and untimed game modes * A new type of match-3 action! Herofy launches on 28th June at just $6.99 from our website: ApGames More information: Herofy
  2. Andreas Persson

    Caelum casual pachinko game

    ApGames release their casual game Caelum today. You can get it for $9.99 at http://www.apgames.se/caelum, a demo will be available soon. Check out a preview at Gamezebo http://www.gamezebo.com/download-games/caelum/preview [Edited by - Andreas Persson on August 3, 2010 7:50:51 AM]
  3. Andreas Persson

    Need ideas for income

    Thanks for all input :) will try out a few of them and see what feels right.
  4. Andreas Persson

    Need ideas for income

    Hi I am currently developing a tower defence like game in space. You build spacestations to kill incoming enemies. I want some form of income. I don´t want mining/harvesting ships that mines asteroids or something similiar. I was thinking of small stations that just generates income but that doesn´t sound that good either. Any suggestions?
  5. Andreas Persson

    std::vector question

    Agreed multiple vectors makes it a lot clearer. But is it faster to have an extra vector for updating and the specific vectors for collision etc?
  6. Andreas Persson

    std::vector question

    Hi is it considerd bad practice or bad for performance to have individual vectors for lot´s of different objects. For instance all enemies in one and bullets in another. I would think it´s better to have them all collected in one additional vector for say gameobjects and iterate through that to update than to iterate each smaller vector seperatly?
  7. Andreas Persson

    Best Game Engine for Indie Game?

    I put my vote in for Leadwerks, very nice features for it´s price. You can have a character controller with physics and fps camera up and running in minutes. When your game is finished most people will probably have SM 3 cards, check Steam´s hardware survey http://store.steampowered.com/hwsurvey/
  8. Andreas Persson

    Need help with ideas for a TBS

    The fact that it´s soldiers doesn´t really matter for the game at this point. The movement works like this at this point (board is width 11 x height 14) 1 soldier - Horizontal and vertical movement 2 soldier - Horizontal and vertical movement 3 soldier - Only diagonal movement 4 soldier - Free movement 5 soldier - Free movement 6 soldier - Free movement MOVEMENT Movement cost same as number of soldiers in squad. Units can jump over friendly units for same cost as moving a single step. 6 movement points / turn 1 extra command point if we own a 6 soldier unit. The command point can be used to move any unit one step. Soldiers can be merged in the middle of the board.
  9. Andreas Persson

    Need help with ideas for a TBS

    Hi I am currently devloping a turn based strategy game in the same vein as chess. Different units have different movement options. Every unit is a squad with 1-6 soldiers in it. You navigate the board to eliminate all of the opponents pices. The game works pretty well but I could use some extra flair. Maybe power ups or other action to add more gameplay. Any suggestions?
  10. Andreas Persson

    Why use Direct3D?

    I am dx user myself, how does OpenGLES stand up to "ordinary" OpenGL and dx? Is it only for portables/phones or is there anyone using it for pc development. It´s supported on the PS3 right?
  11. Andreas Persson

    Small question about boost::thread

    Ok then I´ll put my trust in my OS and hope he performs well :) thanks guys
  12. Andreas Persson

    Small question about boost::thread

    Is there a way to force the use of the available cores on windows?
  13. Hi when I create a number of threads with boost::thread or boost::thread_group do they automaticly map to different cores if they are available?
  14. Andreas Persson

    Screen hit indicator

    Thanks I´ll try it out.
  15. Andreas Persson

    Screen hit indicator

    Quote:Original post by Zahlman Quote:Original post by Andreas Persson How would you go about translating that angle to a position on screen to show the indicator? 1) Which angle? 2) What kind of indicator do you want? A triangle at the edge of the screen pointing in the appropriate direction? A triangle just at one of the 8 compass points? A dot where the enemy would be in the environment if you could actually see him? A dot on a radar in the HUD? Or just what? Sorry for not being clear enough. The angle from the players LookAt to the position of the enemy (might not need that). The type of ndicator I am looking for is: A triangle at the edge of the screen pointing in the appropriate direction.
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