• 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.

Inuyashakagome16

Members
  • Content count

    228
  • Joined

  • Last visited

Community Reputation

836 Good

About Inuyashakagome16

  • Rank
    Member
  1. Recently I started looking through OpenGL and I think it would be great to learn and work with. I've used other graphic libraries before so this isn't a tech "how to do this" question. My question however is, being that my primary platform is Windows, how should I setup my environment? I have access to VS2010 - 2012 and I've used other IDE's before as well. I've glanced through information about GLEW and GLFW and from what I've read their used to make certain things easier in OpenGL and cross platform support.    tl;dr: I'm on Windows, should I be using GLEW, GLFW or any other libraries? Is there a certain IDE that doesn't play well with OpenGL vs another? Most of the links I've read about the subject are either outdated or don't use GLEW/GLFW for anything so that's why I'm here.     Thanks!
  2.   So really what I would want is a collection of quads textured, and the orientation changed to be the view I desire?
  3. So I've been trying to display tiles in the isometric perspective for a little while now and It seems like displaying them using Matrix datatypes like View, Projection etc seemed to be the best way. The only example of drawing like this I've seen is with Models.   foreach (ModelMesh mesh in myModel.Meshes)             {                 // This is where the mesh orientation is set, as well                  // as our camera and projection.                 foreach (BasicEffect effect in mesh.Effects)                 {                     effect.EnableDefaultLighting();                     effect.World = transforms[mesh.ParentBone.Index] *                         Matrix.CreateRotationY(modelRotation)                         * Matrix.CreateTranslation(modelPosition);                     effect.View = Matrix.CreateLookAt(cameraPosition,                         Vector3.Zero, Vector3.Up);                     effect.Projection =  Projection;                                                  //Matrix.CreatePerspectiveFieldOfView(                         //MathHelper.ToRadians(45.0f), aspectRatio,                         //1.0f, 10000.0f);                 }                 // Draw the mesh, using the effects set above.                 mesh.Draw();             }   And displaying tiles seemed to be done without any matrix datatypes at all. (No View, Projection, etc)    I'm asking, is it possible to display tiles using a Orthographic Projection (matrix datatypes. Pretty much isometric) and if it is, where should i start? I've search for a while and I can't seem to find any information on this.   If i'm approaching this the wrong way, please let me know. I'm just trying to find how I should start displaying these. I know how to display tiles, just not in this perspective.
  4.   Wow! That's really easy to understand o.o Thanks!   I'm pretty sure that'll do it. It says that it's "Tiles Math" but regardless I think it'll be fine. I'm not sure if what I'm doing will be tiles, or actually what it will be in general. It's just like.. one solid piece of land. And I would generate a new one each level.   EDIT: Also referencing what FLeBlanc said about orthogonal projection, when I look up anything about Isometric perspective and changing the camera with XNA that always comes up now. So maybe what I want is a tutorial for projection? 
  5.   I kind of understand what you're saying. I'm reading up on different perspectives and it's starting to make more sense so hopefully I can get the information I need and apply it. :) Thanks!       I actually went through most of that tutorial set looking for what I was trying to do but couldn't really find much. :( It did help me understand tiles though!
  6. For the past few weeks I've been searching for a tutorial or article about the math behind the Isometric perspective and a bit of the code involved in that. (With XNA / C# mostly)   (I'm looking to make something with a perspective like Bastion http://supergiantgames.com/site/wp-content/uploads/Bastion_122310_0001.jpg )   I've found a few for Flash http://gamedev.tutsplus.com/tutorials/implementation/creating-isometric-worlds-a-primer-for-game-developers/ but nothing that were really just for XNA.    Tl;dr, a link for the math behind what the isometric perspective is and how that could be applied to XNA would be most awesome if anyone could explain it / share a link. I'll even accept just a link to source code at this point. It would be better than nothing!     Thanks!
  7. Also XNA is a good library to use. DX and OpenGL aren't.. really beginner friendly. He says he want's to know c++.  So no xna.   True. I just wasn't sure if learning C++ as a first language would be.. good. I'm not saying he should but rather suggesting that it might be better to start else where. But you're links for OpenGL and DX are very reliable (as a side note) thanks!
  8. Also XNA is a good library to use. DX and OpenGL aren't.. really beginner friendly.
  9. For Video tutorials I would check out Oyyou on youtube.  And another awesome series (text based) is Rb Whitaker   You'll want to learn C# which RB Whitaker's site also has some C# tutorials: http://rbwhitaker.wikidot.com/c-sharp-tutorials   Good luck!
  10. It is true that they are cutting support soon for XNA. However, monogame is an alternative! and it's multiplatform! It's still in C# as well. I'm using monogame currently to relearn some XNA now and it's great. 
  11. it really is. :P Well good, and you're welcome. Just look through these forums about XNA and just general game development and observe, or comment if you want. That's part of how I learned. That and actually coding it and reading through books.    Good luck!
  12.   Go down to the bottom of the page and click "show source code" that will show you where the "private MouseState oldState;" should be. :P It should be up with your spritebatch variable just inside of the class, not inside of any methods. (Initialize, Update, Draw, etc)
  13. I don't think that'll work.    var lastMouseState = currentMouseState; var currentMouseState = Mouse.GetState();   That's saying that you are assigning (and declaring) lastMouseState and assigning it currentMouseState. But.. that's not even declared yet. 2nd line is "var currentMouseState" and assigns that variable "Mouse.GetState();" which means.. you would be assigning a variable that isn't even declared yet to a new variable. So that would most likely throw an error.
  14. Yup! Also with XNA/Monogame remember that Terraria and Bastion are XNA games. And they are on PC and XBLA. (Terraria is on the way soon I guess to XBLA?) So you can make PC games and console games with XNA/Monogame. 
  15. I would check out http://rbwhitaker.wikidot.com/xna-tutorials for a tutorial set.   and  http://shop.oreilly.com/product/0636920013709.do   http://www.amazon.com/XNA-4-0-Game-Development-Example/dp/1849690669   for books. As mollekake said, check out monogame It's an awesome library that's pretty much XNA with most of its classes so far. It's still in development but many games have been released using monogame. (check the site for more on that) I'm currently going through monogame learning it and it's great. it's pretty much XNA honestly.