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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.


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About nullsquared

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  1. Thanks guys! @ Thekill473: I didn't call it free because on PlayBook the app is $1.99 upfront
  2. Hey guys, I'd like to present my newest app for iOS, Android, and PlayBook: Phyzicle - the 2D physics sandbox that can bring your imaginations to life! Use a variety of shapes, constraints, and even FLUIDS to build amazing contraptions! Instantly share your creations with friends and check out what others have made! iOS: [url="http://itunes.apple.com/us/app/phyzicle-sandbox/id502892632"]http://itunes.apple....box/id502892632[/url] Android: [url="http://play.google.com/store/apps/details?id=com.nullular.phyzicle"]http://play.google.c...llular.phyzicle[/url] Playbook: [url="http://appworld.blackberry.com/webstore/content/109011/"]http://appworld.blac...content/109011/[/url] Facebook: [url="http://www.facebook.com/Phyzicle"]http://www.facebook.com/Phyzicle[/url] Twitter: [url="http://www.twitter.com/PhyzicleSandbox"]http://www.twitter.com/PhyzicleSandbox[/url] [media]http://www.youtube.com/watch?v=8B5Z95C6td4[/media] Simulation: - Infinite undo/redo - Multiple snapping options including snap-to-grid and snap-to-object-center - Tilt-based (accelerometer) gravity, zero gravity, and normal gravity - Complete customization of all objects, including bounciness, friction, density, collision groups, color, and more - On-screen action buttons to control motors and thrusters - Save, load, and upload your creations, and download others’ creations Fluids: - Complete interaction with rigid bodies - floating, sinking, pushing, and more - Multiple mixable colors Shapes: squares, rectangles, circles, gears, free-form convex/concave shapes Constraints: springs, rods, welding, pins (free or motorized), thrusters, sliders Phyzicle includes a comprehensive guide, multiple tutorials, and more! Found a bug? Want to request a feature? Have something to tell us? Visit the Contact section in the guide! We’re committed to our players and will do our best to fix every bug, implement every feature, and reply to all feedback! With a multitude of features and such loyal developers, Phyzicle is THE physics sandbox you want to be playing on your mobile device!
  3. [quote name='taby' timestamp='1336872573' post='4939683'] Also... I tried to send you a private message, but it said that you can't receive any more messages. Is your message box full? [/quote] Hm, that's odd. I don't really go on Gamedev too often anymore anyways, so feel free to shoot me an email at nullsquared at google's email (heh, avoiding spam) [quote name='taby' timestamp='1336872718' post='4939684'] Ok... so, average users do realize that when you vote someone else's post down (for absolutely no reason) that it's permanently documented in a database, and that multiple GD.net folk have the ability to see who did it, right? Just checking! [/quote] I'm not sure if this is directed towards me, but I just want to throw it out there that I rated Tom Sloper down for responding to such a detailed, intriguing post with a mere "Yes."
  4. Fellow Playbook developer here I'm not using their native SDK, though, I'm using Marmalade (so I can deploy to iOS/Android/Playbook at once). The App World is an interesting place, as people are desperate for good apps. I'm about to release an app called Phyzicle on the App World: http://www.youtube.com/watch?v=8B5Z95C6td4 It's gonna be $1.99 so we'll see how well it sells on the App World... Either way, I believe the $10,000 incentive is for BB10 (their smartphone platform), not Playbook OS.
  5. Look interesting, albeit slightly sketchy like you mentioned. A similar SDK is Marmalade ([url="http://www.madewithmarmalade.com"]clicky[/url]). It's a very professional, flexible, big-name SDK that allows you to deploy to iOS and Android (among many other platforms, like bada, webOS, Playbook, etc.) using C++.
  6. -deleted-
  7. That looks insanely cool!
  8. [quote name='agm_ultimatex' timestamp='1315918987' post='4861057'] I know you dont want to ask users to register, but maybe implementing something like OAuth wouldn't be such a bad idea. A lot of people have either facebook or twitter accounts. Can authenticate them through that. [/quote] Viewing this from the perspective of an average user, I think it might be even more annoying than just having to register, haha - I certainly wouldn't want some random game asking me for my facebook username and password just so I can upload a custom level I made. Either way, thanks for the idea! That said, I think I'm just going to keep it IP-based. I know IPs change and such, but all I'm really looking for is "hey, you can't upload more than 1 level every N seconds/minutes". In order for someone to spam my server, they would have to constantly spoof their IP and their user-agent, in which case I can implement a global maximum-uploads-per day limit and simply delete the entire pending levels directory and ask users to reupload their genuine levels. I suppose having a UID generate per-game is useful in this case instead of using their IP.
  9. [quote name='jlouts' timestamp='1315659309' post='4859967'] [quote name='nullsquared' timestamp='1315521785' post='4859265'] Thanks for the help! I don't want to force users to register...I think I'm just going to use IPs combined with timeouts [/quote] only problem with IPs is they aren't static for each machine. multiple machines behind the same router share an IP. computers can go from place to place using different IPs and a lot of ISPs provide dynamic IPs rather than static IPs. You could try using some type of uid system for tracking users rather than user registration. So the game would store locally a uid and if it doesn't have one it would ask the server for one, the server would then generate a new uid for the user that they can use to use the service. If they don't provide a valid uid for the system when using other services than uid generation you can lock them out. [/quote] Alright thanks a bunch for your input!
  10. Thanks for the help! I don't want to force users to register...I think I'm just going to use IPs combined with timeouts
  11. Hey, I'm working on a game that allows players to upload and download custom levels and replays. The uploading is done by connecting to my webpage and sending custom level/replay data to a PHP script, which then stores it on the server for review. Since I have to review all custom content, the end-users will never have an issue. However, *I* might have an issue with people uploading spam data by mimicking my game. How can I prevent people from mimicking my game and uploading a bunch of spam to fill my server?
  12. Also, note that much of the "3D illusion" comes from the shadow of the ball. As the "height" of the ball increases, the shadow goes further from the ball in the direction of the light.
  13. [quote name='haegarr' timestamp='1298663141' post='4779072'] Yeah, I though of looking at it the following way: The approach of the bilinear interpolation [b]p[/b][sub]1[/sub] := [b]a[/b] + ( [b]b[/b] - [b]a[/b] ) * u [b]p[/b][sub]2[/sub] := [b]d[/b] + ( [b]c[/b] - [b]d[/b] ) * u [b]p[/b] := [b]p[/b][sub]1[/sub] + ( [b]p[/b][sub]2[/sub] - [b]p[/b][sub]1[/sub] ) * v means that there is a line between [b]p[/b][sub]1[/sub] and [b]p[/b][sub]2[/sub] that passes through [b]p[/b]. Expressing this line the other way, namely [b]p[/b] + [b]l[/b] = [b]p[/b][sub]1[/sub] [b]p[/b] + k * [b]l[/b] = [b]p[/b][sub]2[/sub] so that [b]l[/b] + k * [b]l[/b] (where k is obviously need to be a negative number) is the said line. Considering that this is done in 2D, we have 4 equations with 4 unkowns (k, l[sub]x[/sub], l[sub]y[/sub], and u) where k * l[sub]x[/sub] and k * l[sub]y[/sub] are the problems. Fortunately, from the lower of the both equations, we can isolate k * l[sub]x[/sub] = d[sub]x[/sub] - p[sub]x[/sub] + ( c[sub]x[/sub] - d[sub]x[/sub] ) * u k * l[sub]y[/sub] = d[sub]y[/sub] - p[sub]y[/sub] + ( c[sub]y[/sub] - d[sub]y[/sub] ) * u and divide both of these, so that l[sub]x[/sub] / l[sub]y [/sub]= [ d[sub]x[/sub] - p[sub]x[/sub] + ( c[sub]x[/sub] - d[sub]x[/sub] ) * u ] / [ d[sub]y[/sub] - p[sub]y[/sub] + ( c[sub]y[/sub] - d[sub]y[/sub] ) * u ] Now, using the upper of the equations to get l[sub]x[/sub] = a[sub]x[/sub] - p[sub]x[/sub] + ( b[sub]x[/sub] - a[sub]x[/sub] ) * u l[sub]y[/sub] = a[sub]y[/sub] - p[sub]y[/sub] + ( b[sub]y[/sub] - a[sub]y[/sub] ) * u and setting these into the above l[sub]x[/sub] / l[sub]y[/sub], we get a quadratic equation solely in u which can be solved using the famous p,q-formula. This gives, as luca-deltodesco has mentioned, 0 or 1 real solutions in general. But due to the fact that [b]p[/b] always lies inside the quad, I expect 1 real solution. With that, v can be determined easily. [/quote] Thank you very, very much! This came out to be the easiest solution to implement and it works great! In case anyone is interested in the same problem, here's some code: [code] double C = (double)(a.Y - p.Y) * (d.X - p.X) - (double)(a.X - p.X) * (d.Y - p.Y); double B = (double)(a.Y - p.Y) * (c.X - d.X) + (double)(b.Y - a.Y) * (d.X - p.X) - (double)(a.X - p.X) * (c.Y - d.Y) - (double)(b.X - a.X) * (d.Y - p.Y); double A = (double)(b.Y - a.Y) * (c.X - d.X) - (double)(b.X - a.X) * (c.Y - d.Y); double D = B * B - 4 * A * C; double u = (-B - Math.Sqrt(D)) / (2 * A); double p1x = a.X + (b.X - a.X) * u; double p2x = d.X + (c.X - d.X) * u; double px = p.X; double v = (px - p1x) / (p2x - p1x); [/code] u and v are then [0,1] coordinates you can sample a texture from, etc. Thanks again!
  14. Hm, you're right. Any other ideas? I'm basically trying to map out a virtual 2D quadrilateral onto a physical, rectangular screen. (Basically, texture mapping it.)
  15. Ok, cool, thanks for the information. I'll try it If anyone has any other ideas, feel free to chip in.