• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

220 Neutral

About Meagermanx

  • Rank
  1. So I've spent a few hours creating a Flash (MX) animation, thinking when I published it, it would only publish the white area. A foolish mistake. So now I have all kinds of things jutting out at all angles where I was hoping Flash would cut them out at publish time. Does anyone know of an easy fix for this? A way to get Flash to only publish the white "Work Area"? Thanks.
  2. I've never been in to flight sims, but I haven't played any recently. The learning curve for most actual flight sims is high, and there's a lot of taking off and landing (I can't land or park anything) for the little bit of dogfighting you get to do. And dogfighting is always hampered by such senseless things like odometers, or whatever those things are. I mean, some dude's hitting me with missiles and I've got to watch my altitude and pressure and stuff? Meh. Maybe I should just stick to Starfox.
  3. Having never played Half-Life 2: Doesn't the separate sequences make the game more interesting? I mean, take Metal Gear Solid, for example. Remember when they torture you, and you have to button-mash to get past that part? Terrible way to vary gameplay. But take Zelda[x], for example. Shooting, riding, shooting-riding, hacking bushes, racing... All fun diversions, mini-games, or side-quests, and the dungeons are all interesting and different anyway. Perfect way to break it up a little. If I give you a platformer, and you say "Yeah, I like this game," and I just throw in 9987 more levels, all basically he same, with different variations of block and monster positioning, you won't play through it, because gameplay gets boring. Or maybe you wouldn't, being a Doom and Dungeon Siege fan... I appreciate game developers putting more variation in their games, if for no other reason than to break up the monotony of it all.
  4. Quote:Original post by bytecoder Quote:Original post by Meagermanx... Which, where you used it, implies you were screwing your mom. Let me just reiterate this for you, you implied that you were screwing your sister's mom, aka your mom! Yeah, but that's not the point. The point is, it was pure, unscripted genius. Anyone else, and it would have been perfect.
  5. Somebody needs to sticky this so it doesn't get lost in the archives of dead posts.
  6. I'm walking through a door, and my sister thought I was dad, so she goes "Awww... You were supposed to be dad," and I go "that's what she said!" STFU, it was brilliant. Seriously, though, "That's what she said" is the greatest comeback ever. Simple, but it can be incredibly well used. Plus it implies you were having sex with their mother, and who wants that?
  7. Quote:Original post by DrunkinCanadian I havent fully read your code yet but it seems well tabbed.The one thing that sticks out at me is that there are no comments through the whole thing.People like those apparently.Other than that the first skim through seemed alright. Heh. Sorry. Couldn't help pointing out your hypocrisy. :P TriSwords: Looks good to me, but I suck.
  8. Possible, but not plausable. Flash is much too slow. A lot of single player flash games don't even run well on high quality. Look into Java.
  9. Quote:Original post by Ravuya ...setting fire to an orphanage... This gives me an idea... Seriously, if you're not drag racing, why bother souping it up? It's not like you can go faster than 60 MPH legally anyway. At least a nice-looking car can get you the ladies.
  10. Probably not what you're looking for, but I liked the Mario 64 levels a lot. They mainly featured levels where you had to climb as high as you could, but if you failed and dropped to a level, you just had to climb back up. Minor setbacks are fun, as long as they're fair. Having to work your way through a dungeon 8 times because of undetectable trap doors isn't. Oh, and check out the Fallout levels. I especially liked the final booby-trapped vault with the robots. The basic idea, as far as I can tell, is there are a bunch of robot pieces, and when you turn on the defense system, they come back to life. I wouldn't know, because I killed them all beforehand. Making the playeer work their way back through a dungeon, especially back up or down, is a lot of fun, as long as it's not working the same dungeon back and forth hitting switches to open doors on the other side. For example, have a fairly interesting level, and then blow it up. Working back through the ruins of a good level, trying to spot shattered landmarks, with uncovered gold and monsters (goblins, golums, bats?) could be fun. Also, try checking out Pen-and-Paper RPG Adventures. You don't have to know the rules, just look at the dungeons, read the notes, and take note of interesting design features. They have to be great, because that's all they are, and they tend to be more inventive.
  11. TBS or RTS? TBS could work well, but I would reserve the RTS for the DS.
  12. You wear a blouse?? UANAL.
  13. cppgameprogramming.com has some good tutorials on C++. G'Luck.
  14. Wow, I'm only 12.5... Hey, wait, are we talking about monitors?
  15. Ryu, all the way. Chun-Li was just so susceptible to button-mashing... I always played SSF2: The World Warriors on ZSNES. Great game, and I've been looking for a copy of Alpha 3 for the PS, but the only fighting game I've played recently is Tekken 3, which is also good, once you get used to it. Oh, and Bushido Blade, but that counts less.