• 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

123 Neutral

About prchakal

  • Rank
  1. Hi,   We have developed a new game. Can anyone help share it? http://flyforcoins.prsolucoes.com/   Or: https://www.facebook.com/appcenter/flyforcoins?fb_source=search&fbsid=1101&fref=ts   We are working on the new title of FlyForCoins, but 3D. If anyone can create 3D models as freelance, contact me.     Thx.
  2. Hi, On my game i want that my shoot go to correct direction (enemy direction), but it doesnt occur. You can see here: [url]http://www.prsolucoes.com/downloads/solodefender.zip[/url] The code that im using is (on update): void Bullet::update() { updateSpriteDirection(); checkCollision(); updatePosition(); } void Bullet::updateSpriteDirection() { sprite.SetRotation( Functions::angle(sprite.GetPosition().x, sprite.GetPosition().y, targetX, targetY) ); } void Bullet::checkCollision() { if (sprite.GetPosition().x + sprite.GetSize().x < 0) { remove(); } else if (sprite.GetPosition().y + sprite.GetSize().y < 0) { remove(); } else if (sprite.GetPosition().x > Constants::SCREEN_WIDTH) { remove(); } else if (sprite.GetPosition().y > Constants::SCREEN_HEIGHT) { remove(); } } void Bullet::updatePosition() { sprite.SetPosition(sprite.GetPosition().x + speedX, sprite.GetPosition().y + speedY); } void Bullet::updateSpeed() { if (sprite.GetPosition().x < targetX) { speedX = Constants::BULLET_SPEED; } if (sprite.GetPosition().x > targetX) { speedX = (Constants::BULLET_SPEED * -1); } if (sprite.GetPosition().y < targetY) { speedY = Constants::BULLET_SPEED; } if (sprite.GetPosition().y > targetY) { speedY = (Constants::BULLET_SPEED * -1); } } What is wrong? Im using SFML.
  3. I solve the problem not using the function "shared_from_this" on constructor. I use only on initilize method, and now i create and initialize the object like it: boost::shared_ptr<Turret> turret1(new Turret()); turret1->initialize(0); //this is the method the contains "shared_from_this" GameObjects::turrets->push_back(turret1); Thanks. The game is working now, deleting all fom memory.
  4. Hi, I have used the "shared_from_this()" from boost, but i receive an exception: http://www.prsolucoes.com/downloads/error_boost.png When i try: Turret::Turret(float angle) { shared_from_this()->angle = angle; initialize(); } Im calling it from constructor
  5. Hi, I have a vector of bullets: static std::vector<boost::shared_ptr<Bullet>> *bullets; But when i remove a bullet from vector with the code: bullets->erase(std::find(bullets->begin(), bullets->end(), (boost::shared_ptr<Bullet>)this)); I get this error(see the image below): http://www.prsolucoes.com/downloads/error_vector.png What i do wrong?
  6. Hi, Im making a small game and now im refactoring some things on it. I have some questions: 1 - I have a vector that store pointers to all enemies objects. So, if using "boost::shared_ptr" to create the pointers insted of tradicional method, when i remove the pointer from the vector using the "erase" method, the pointer/object will be deleted/destroyed from memory? 2 - To use "boost::shared_ptr" i need add some library on my project, or only the include "#include "boost/shared_ptr.hpp"" is necessary? 3 - I have compiled the boost library using the tool "bootstrap.bat", it generate some ".lib" files for only some packages (like filesystem, datetime, ...), why it? This is because only this packages need include the library (".lib") file in my project, and the other only need the header? 4 - When i compiled the "boost", it generate a directory called "stage" and other "bin", what is the correct directory to take my library files (".lib")? 5 - When i compiled the "boost", what is the correct library name for release, debug, static ? It generate too many files for the same package.
  7. Hi, I resolve the problem with: for (long x = 0; x < (long)GameObjects::enemies->size(); ++x) { Enemy *enemy = GameObjects::enemies->at(x); if (enemy == this) { GameObjects::enemies->erase(GameObjects::enemies->begin() + x); } } When i erase an element from vector, it is all removed from the memory?
  8. Hi, On my game i have a vector with all my enemies, and i want that when it collide with some other objects, be removed from vector and destroyed. My vector: static std::vector<Enemy*> *enemies; What i have tested: void Enemy::remove() { //GameObjects::enemies->erase(*this); //delete this; for (std::vector<Enemy*>::iterator it = GameObjects::enemies->begin(); it!=GameObjects::enemies->end(); ++it) { if (((Enemy*)*it) == this) { GameObjects::enemies->erase(it); } } } But allways that i do it, i get a fatal error. Im using SFML library.
  9. Hi, Thanks for responses. But i think that can exist some tutorials/documents with all you need about this questions. Like a ALL-IN-ONE about game math.
  10. Hi, Anyone know any resource that contains Math functions to game (2D / 3D)?? Like: - Object rotation - Object rotation around other object - Object look(point) to another object - Camera rotation - Moving an object in some directon, like shoots of a shooter game - and more... the commons functions
  11. Hi, Im using SFML (http://www.sfml-dev.org/). I have the rotation function, but i need rotate around another object. But i dont how and dont know the logic/math to do it. Anyone have referencesdocs about it?
  12. Hi, How i can rotate one object around other? Example: The center object is a planet, and i have 5 objects rounding around the planet. How i can make it?
  13. NEWS!!!! THE VERSION WITH RED5 IS OPENSOURCE NOW TOO. You can get the two version on the same link: http://www.prsolucoes.com/site/artigo/evangel_opensource_game
  14. Hi, I made a flash mmo game engine and published it as open source. You can download here: http://github.com/prsolucoes/Evangel/ And you can see thecompiled version to play, here: http://www.prsolucoes.com/evangel/new/