• 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.

The Najdorf

  • Content count

  • Joined

  • Last visited

Community Reputation

318 Neutral

About The Najdorf

  • Rank
  1. Thanks guys! Glad the "tutorial" worked, was quite a pain to put it in ;) Realistic waves are hard to put, so I'm keeping things simple for now. As for a low gravity mode, I'll probably put that in sooner or later, at least to help people that have troubles with the game ;) Cheers! Matteo
  2. It's finally released and it's free! Woohoo. It's page is this one Please tell me how you like it - if you manage to play it (or it's too hard...) Thanks! Matteo [Edited by - The Najdorf on July 19, 2006 7:40:41 PM]
  3. Hi, i finished my new game, I'd appreciate a lot some feedback before I release it screenshot: here download: here Thanks! Matteo, www.ragdollsoft.com
  4. Ok, I've done a prettier version of pushball, candy pushball!!
  5. Ah, you're right, i'l fix this :)
  6. I'm trying to do a game developement marathon, making 1 new flash game every day or two (or at least I'll try, you never know how much you can push your neurons before they shut down). Today's game is Pushball The site is gamedifferent.com
  7. Thanks, I'm planning to do a 1 game / day marathon for a month :) Ragdoll pong will come for sure ;)
  8. Hello, just wanted to tell that I started a blog at gamedifferent.com The cool thing about the blog is that there is a new game at every post :) Kind of like a webcomic but with a flash game instead of a strip First game is ragdoll avalanche
  9. Hmm, so I get it I cant do it "automatically". >I SERIOUSLY need to point out that circular dependencies such as this are very bad practice Bah, are you sure? It looks quite natural to me.
  10. Say I have a "Ragdoll" class that is composed by 10 "balls" class Ragdoll { Ball balls[10]; }; And the Ball class contains a pointer to the owner ragdoll: class Ball { ... Ragdoll* owner; }; I want the ball class to have a constructor which takes as parameter the pointer to the Ragdoll which owns it: something like Ball::Ball(Ragdoll* ownerin) { owner=ownerin; } The problem is I dont know how to call the Ball::Ball constructor when I make a ragdoll! Say I call Ragdoll ragdolls[2] I dont know where-how to specify the argument for the Ball constructor!
  11. This time with opengl! Move with the arrow keys http://radicalrebound.com/man3D2.zip
  12. 1)Ok thanks, I guess I'll just pass the pointer to the array from outside and modify the array inside. (I dont want to use dynamic memory if I can avoid it) 2) Fine thx
  13. Thanks... 1) reading from google it seems that you just can't do it, which is ridiculous >:( 2) I cant try it now but wouldn't it say "duplicate class" or something?
  14. 1) How do I do a function that returns an array (not the pointer, the whole array): I tried something like int function()[] { int foo[5]; ... return foo; } then calling it with int foo[5]=function(); but it doesnt seem to work. 2) Say I have a "Ragdoll" class that is composed by 10 "Balls". Now, I want every ball to have a pointer to the Ragdoll of which it's a part of. So I would have class Ragdoll { Ball balls[10]; }; class Ball { ... Ragdoll* ragdoll; }; But the compiler does not like this, since the "Ball" class needs the ragdoll class to be defined and viceversa. How should I do it? Thanks.
  15. Check this out! http://www.radicalrebound.com/3dman.zip I was amazed I actually managed to get it working :)