• 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.

Alpha Nox

Members
  • Content count

    162
  • Joined

  • Last visited

Community Reputation

139 Neutral

About Alpha Nox

  • Rank
    Member
  1. Hi all, I managed to find a workaround! I created an empty (identity) bip animation. By empty, I mean a biped animation with two identical keyframes at different times. One keyframe at 0 and the other at 100. I just put this empty animation wherever I need a pause and scale it accordingly. This is the MAXScript code I used to generate the empty animation: [CODE] bp = $soldier -- your biped goes here biped.gettransform bp #pos p = biped.gettransform bp #pos animate on ( at time 0 ( biped.settransform bp #pos p true ) ) animate on ( at time 100 ( biped.settransform bp #pos p true ) ) [/CODE] Feel free to contact me if you didn't understand the above. Hope this helps, Victor Freire
  2. Hi, Some people on the Internet reported having better performance with different graphics modes (D3D, OGL, ...). I did not have luck with those however. Also, it's often suggested that you update your graphic card drivers as well. Hope this helps, Victor Freire
  3. Hi everyone, I have been trying to use both motion mixer and motion flow in 3dsmax2012 to create an animation consisting of some .bip clips with pauses between them but have not been able to add the pauses thus far. More specifically, consider three clips X, Y and Z. I would like to create the following animation with transitions (numbers are frames): X plays from 0 to 25 Y plays from 26 to 100 pause between 101 to 299 (no transition between Y and Z, character should remain static) Z plays from 300 to 325 I just can't add that pause with motion flow and when using motion mixer if I try to start clip Z at 300 and set the transition length between Y and Z to be 0 or 1, the program just crashes. I would really appreciate any ideas and suggestions on where to look to find out how to add this pause (wait time) between clips. Also, I'm not sure if it helps, I will be creating these animation sequences automatically with MAXScript later on. Thanks in advance, Victor Freire
  4. [quote name='TechnoGoth' timestamp='1313051383' post='4847557'] [font="Arial"] [/font]Well it natively supports opengl 2.0 ES, and there’s a 3d party 3d engine called unity which works on android. There might a be few other out there as well. [/quote] Thanks for the answer but I don't have time to code opengl directly and from what I seen Unity is a whole game development platform. So far I found these three: jMonkeyEngine: http://jmonkeyengine.org/ Ardor3d: http://www.ardor3d.com/ jPCT-AE (port of jPCT): http://www.jpct.net/jpct-ae/ I had a quick look at jMonkey. It seems good but it's still in alpha stage and I don't know if it's usable. Cheers, Victor Freire
  5. Hello everyone, What free Android 3d game engines do you recommend? I would be grateful if you could point me toward a site reviewing some of them as I could only find really simple lists with short descriptions and no pros&cons. In case it helps your recommendations, I plan on using it for a 3-month university project and never used such an engine before. But I have a reasonably good knowledge of Linear Algebra and am currently studying 3d math. =) Any help appreciated. Thanks in advance, Victor Freire
  6. [quote name='ApochPiQ' timestamp='1309146579' post='4828104'] ( . . . ) [/quote] That was very informative. I thought that if you did not allocate a class field with new it would always be placed on the stack just like a local variable. Expanding upon your intuitive Russian doll analogy, it could be said that when you use a pointer instead of the class directly, the outer doll contains a 'note' with the position of the inner doll instead of the actual doll. Coincidentally, I was reading the C++ faq lite but I didn't find any section nearly as informative for this topic. All in all, thanks a lot! I'll be reviewing my design now. =) Victor Freire
  7. Hello all, I'm having some difficult with C++ when it comes to decide whether or not to use heap or stack allocation. So far, I believe I have understood the basics, please correct me if I'm wrong. - Stack allocation: faster, automatically freed and should be used for 'small types' since it's usually a lot smaller than heap (though, the size is definable on the compiler) - Heap allocation: slower and you have to manage it (manual release) Therefore, from I what understand, inside a function, if the object to be created is 'small' then it should be put on the stack, otherwise one should put it in the heap. My main doubt right now is what happens when they're fields (attributes) of a class. For example, please consider the following simplified class hierarchy: [code] class Timer { std::string name; int duration; int elapsedTime; public: // ( . . . ) }; class Frame { std::string sourceImageId; int sourceX, sourceY, sourceW, sourceH; int duration; public: // ( . . . ) }; class Animation { Timer timer; std::vector<Frame> frames; int currentFrame; public: // ( . . . ) }; class CharacterStackAnim { Animation animation; public: // ( . . . ) }; // Same class as above except that it allocates Animation dynamically class CharacterHeapAnim { Animation* animation; public: CharacterHeapAnim() { animation = new Animation(); } ~CharacterHeapAnim() { delete animation; } // ( . . . ) }; [/code] 1. If I allocate a CharacterStackAnim in the heap (using operator new), does the 'animation' field also get stored in the heap? Is there any difference from allocating CharacterHeapAnim on the heap? 2. How does one decide whether to make a field (like animation) a pointer or not (whether or not to dynamically allocate it)? Consider that the animation won't be shared with other characters. 3. In Animation, what would be better std::vector<Frame> or std::vector<Frame*>? What do you need to consider in order to answer such a question? I would be very grateful if you could answer these questions or point me to a good source for further studies. Thanks in advance, Victor Freire
  8. Quote:Original post by Servant of the Lord Quote:I also don't know what the periods do after 30 and 1. 30.0f is a float not an integer. 30.0 is the same thing. 30. is the same thing (it assumes a 0, if there is nothing after the point). 30 is not the same thing (it's an integer, not a float). I always add the 0 after the period, but that's just personal preference. Actually, you missed a small detail there. 30.0f is of type 'float' but 30.0 and 30. are of type 'double'. As advice for the OP, try to make a habit of first reading the documentation when in doubt about a certain feature of the library you are using. Hth.
  9. Hi Kevek, In that piece of code, you are not refreshing the screen, use SDL_Flip() after all drawings take place. It seems this is your first time messing around with a graphics API, IMHO you'll be better off by following a SDL tutorial at first then having a look at the API documentation. (simples ones that I can remember from the top of my head are LazyFoo, Aaroncox and the SDL website had some if I am not mistaken). There's also a relatively new object-oriented graphics library called SFML which you might find easier to start with. hth, Victor Freire
  10. There's no mystery in Visual Studio really... Aaroncox SDL Setup tutorial See the getting started part, it's from VS 2003 but the GUI didn't change much I think you should be able to figure it out. There are also Lazyfoo's tutorial for beginners: Lazyfoo SDL tutorials You could also have a look at SFML haven't had the chance to use it yet but the features look at lot more impressive than SDL, specifically that it's hardware accelerated and if you are learning C++ it uses an OO design.
  11. Hi robertosaget, You need to add the Java bin folder to Windows PATH variable. Basically, when it can't find the program you want to run in the current folder it searches the folders in the PATH var. 1. Go to Control Panel then System. (or use Win key + PAUSE/BREAK, a lot faster). 2. Advanced -> Environment Variables 3. In the System Variables pane search for PATH then edit it. 4. Add a ; to the end and add the Java bin folder path, e.g. C:\Program Files\Java\jdk1.6.0_16 (no spaces between the ; and the folder path). 5. And you're done. You might need to restart after it I'm not sure... I am not an expert but I believe Java would be most appropriate for web-based games and mobile ones in the game industry. There is no such thing as Java games design, they are two separate things: Java applications design and game design. Finally, I would recommend you to practice Java creating simple games like a text adventure or whatever you can think of, that way you can learn both at the same time. Best regards, Victor Freire
  12. Quote:Original post by Kincaid imo they dont look that pleasant because of the number of params. e.g. passing the rgb's as 2 vectors would make a much nicer header. something like bool drawText (string txt, int size, POINT p, Vector3 rgb, Vector4 rgba ... calling a function superseeded by the other is fine practice. you could wrap the both in a single DrawX function call with an extra argument 'what' or something.. draw (LINES, .... ) draw (TEXT, .... ) just switch on the value of the 'what' argument. and also, some default parameter values may result in many shorter/nices calls... There are a lot of parameters indeed. Hmm, I wanted to call the function in just one line but I wouldn't be able to do so using SDL_Color since it's a C struct with no constructors, had it been a class with an appropriate constructor the function call would be excellent. DrawText("some text", 12, Point(44,22), SDL_Color(255, 255, 255), SDL_Color(255, 255, 255), ... ); Really? I thought doing that was outright inelegant. Regarding the default parameters, there are some but they are not above because they are in the header file. Thanks for the quick reply, Victor Freire
  13. Hi everyone, I've just wrote these two functions but they look terrible, it seems obvious to me that C++ must provide some way of having only one function with the same functionality. Any ideas on how I could transform them into a single function? Thanks in advance, Victor Freire 1. 2.// How to merge these functions? 3. 4. 5.bool TextManagerClass::DrawText(const std::string &text, const int size, const int X, const int Y, 6. const int fR, const int fG, const int fB, 7. const int bR, const int bG, const int bB, const int alpha, 8. const bool fit_on_screen, const bool line_break, const string &font_name, 9. SDL_Surface *screen) 10.{ 11. std::vector<std::string> newvec; 12. newvec.push_back(text); 13. return DrawLines(newvec, size, X, Y, fR, fG, fB, bR, bG, bB, alpha, fit_on_screen, line_break, font_name, screen); 14. 15.} 16. 17. 18.bool TextManagerClass::DrawLines(const std::vector<std::string> &text, const int size, const int X, const int Y, 19. const int fR, const int fG, const int fB, 20. const int bR, const int bG, const int bB, const int alpha, 21. const bool fit_on_screen, const bool line_break, const string &font_name, 22. SDL_Surface *screen) 23.{ 24. 25.( . . . )
  14. Hello, I´m going to start learning Java at university and would like to know what are the best books available. Is there a book similar to 'The C++ Programming Language' covering all the language from Sun? Thanks for the help, Victor Freire
  15. Quote:Original post by Stroppy Katamari Quote:Original post by Alpha Nox Looking at the points discussed, I seem to have forgotten that my plan is to have the player fighting multiple characters instead of the usual 1x1 bout.OK, that changes everything. Is it still a fighting game (intended for multiplayer; enemies as strong as you) like Smash or Guilty Gear Isuka, or a beat'em up (intended for single player or co-op multiplayer; enemies more one-dimensional than you) like God Hand or Ninja Gaiden? The best definition would be a beat'em up game with fighting games' control variety.