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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.

Jnz86

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About Jnz86

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  1. Why is it so hard to make a zip/rar ? :) Alse screens are required if you want someone to download it!
  2. Quote:Original post by Paulius Maruska Hello, your game is the best game i ever played (it beats Quake*, UT* and many others, IMHO). However, since this is a GameDev.NET forum, i think it is a good place to ask about moding. Is BaboViolent2 modable? Is it possible to make some new (cool) game modes? Note: i also posted this question on your forums, but i feel like this place is better for such questions. Thanks. Labas, Nice to see another player from Lithuania!
  3. Quote:Original post by md_lasalle on some old pentium 3 Ech, i have P3 :) Quote:Original post by md_lasalle We are in the process of getting dedicatesd sponsors servers to...so that will help a lot...but in the meanwhile...the only thing we can do is spread the word! :) There is 2 huge LANs here in Canada that will host a Baboviolent 2 game, one in october, and the other will be in november... This game would probably be fun on Lan...never had to chance to try it :' Well, i havent played on LAN also, but i have played with my friend online (my friend hosted) and it played very smooth :) When i connect to foreign server(yours), it lags a little, but is playable... Anyway, waiting for more info/news/updates... Goodluck guys, very good work! Btw, i am thinking in writing a game server scanner for this game if i get the info about communication protocol of your game. Or maybe do you have one already ?
  4. Quote:Original post by md_lasalle Quote:Original post by Jnz86 Well the only problem with this game i can think of is that it is hard to find someone online, but with more time i think it will be no problem, because this game is real fun! :) I agree with you... that's why we encourage people hosting home servers, but if you want to play a good 4v4 game...check for games between 5pm and 8pm GTM - 5 thats when there is more people playing it :D The problem is that i live in GMT +2:00 timezone :) If i calculated correctly it would be about 24PM - 3AM in my time :) We need more players from europe ! :)
  5. Well the only problem with this game i can think of is that it is hard to find someone online, but with more time i think it will be no problem, because this game is real fun! :)
  6. Well, i downloaded and played your game. Because my computer is super duper old (Celeron 533hmz, 320mb ram, ATI Rage 128 Pro 16mb), i had some performance problems :) Anyway, looks very good! I like the artwork, except for gold, it just seems to big compared to player, you need to make it smaller! Anyway, good looking stuff, keep working on it!
  7. Quote: es, your team mates would be AI, just like the enemies, cuz the game is going to be single player... Though having it in multiplayer sounds intresting. . . :) Oh, i thought it will be multiplayer. Anyway, i imagine it will be fun with singlepayer too! :) Be sure to post as image of the day when you have something working, looking forward to this game.
  8. Quote:As you can see we're giving it a "cartoonish" look. The contures are not a part of the textures, we're using a technique I call "3d-contures" (dunno if it has a name) Yes, it has a name: cell shading. Btw, i like the idea of buildings/commander. But i dont understand one thing, you said that new units are created constantly, so, who is going to control those unit's ? AI ? Humans? What if you are 'out of humans' ? AI takes over? Anyway, looks very interesting project, i will sure keep an eye on it! Good luck!
  9. Quote:Original post by aidan_walsh Quote:Original post by Jnz86 Quote:Original post by Addictman You'll need to create a JNI wrappers to call the methods in the dll properly. Sh*t, i was afraid of this, is there another way? (If i understood correctly, you mean to write methods in java with "native" keywords, then using javah make headers, and write code in C/C++ that actually loads the DLL and calls it functions?) Quote:Original post by Addictman As for the HBitmap, (I dont know what it specifically contains), - you'll probably have to reconstruct it. Again, sh*t :) So, there's no way to load DLL without a wrapper? How does, for example, JLWGL uses OpenGL32.dll ? Does it use a wrapper DLL to "talk" to OpenGL32.dll ? If you want to use JNI, you have to create wrappers. However, you don't have to create them manually. Write the class with the native methods, then compile the class with javac. Then, when you have your .class file, run that through javah. This will create your header files. Its up to you to create the .c files to accompany them. Yes, i know that. Well, thanks.
  10. Quote:Original post by Addictman To load a dll, look at the methods System.load and System.loadLibrary. Yes, i have done that. Quote:Original post by Addictman You'll need to create a JNI wrappers to call the methods in the dll properly. Sh*t, i was afraid of this, is there another way? (If i understood correctly, you mean to write methods in java with "native" keywords, then using javah make headers, and write code in C/C++ that actually loads the DLL and calls it functions?) Quote:Original post by Addictman As for the HBitmap, (I dont know what it specifically contains), - you'll probably have to reconstruct it. Again, sh*t :) So, there's no way to load DLL without a wrapper? How does, for example, JLWGL uses OpenGL32.dll ? Does it use a wrapper DLL to "talk" to OpenGL32.dll ?
  11. Hi. I have to write a program that uses a DLL written in C. I looked up the google, and everything i found is to use Java Native Interface, but if i understood correctry, first you write program in Java, then code the DLL in C/C++. Well, that's not what i need. I already have a DLL (it was coded by other person, i cant change it), and i need to use it, how do i do that ? Also, one function in the DLL has parameter of HBITMAP, how do i convert my Java image to this one? (Sorry for my poor English)
  12. Because most people HATE installing small stuff. Why i have to install it if i will uninstall it after 10 minutes ?
  13. I'll give you advice if you want get more downloads: - NEVER, repeat after me, NEVER, supply your game in installer, use zip or rar, but NEVER installer! (You can of coure provide both, the zip file ant installer exe, but then make sure i can find zip/rar file easily!) - Post some screens (people like to see what they are going to download)!
  14. Mirrored these files: ConeStepMapDemo.zip ExtraTextures.zip ConeStepMapping.pdf conestep.avi Nice work by the way!
  15. Run very smooth ( 90-100 fps ) on my old Celeren 533 Hmz, ATI Rage 128 Pro 16MB, 320 MB Ram Would like it to be more playabe, anyway good luck!