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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.

Sembiance

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  1.   Thanks!!
  2. Hello everyone!   For the past several months I have been working on a new HTML5 web game.   It is called World of Card Games and can be found here: [url]http://worldofcardgames.com[/url]   It is a collection of popular multilpayer card games such as Spades, Hearts and Go Fish.   Here are some screenshots:       Currently it has the following features: Tutorials for each game Robot players Private tables 8 decks 90+ wallpapers 100+ avatars     I still have lots of things I want to add in the future. Such as: New Games: Euchre, Rummy, Whist, Canasta and more New Features: Statistics, ratings, sound, leaderboards and more     I would greatly appreciate any bug reports, comments or suggestions!   Thanks!
  3. Hello Pete. I've made a card engine for solitaire found here: http://worldofsolitaire.com It supports 25 different variations right now and I hope to eventually expand that to over 100. However unlike your idea, it's an engine focused on single player card games. I've been tossing around in my head the idea about doing a multi-player card game engine, but it's certainly quite a different beast indeed. I do think its feasible though, just take a lot of thinking ahead of time :) Anyways, thought I would chime in.
  4. Quote:Original post by deathtrap Quote:Original post by Oluseyi You'd be amazed what can be done in AJAX. Wow, Thats amazing. Thanks :) As the author of the linked site, I know first hand that card games done with just AJAX are quite possible :) If you have any questions, let me know.
  5. Quote:Original post by Reckoner Congratulations! If this is your first real game, then I am impressed. I am amazed at the amount of polish in the game, especially the interface and visual style (even more so considering that most JavaScript games have very minimal interfaces with little actual graphics). The animations were great, I love the fact that it supports so many different games, and I thought that there were enough options included to appeal to most people. If this were available in a stand alone executable, it would easily offer a much better alternative to the card games included with Windows. The game ran just fine in Mozilla Firefox 2.0.0.6. I played Klondike (both styles), FreeCell, and Spider and I didn't notice any bugs or problems. Thanks for the good comments! It is indeed my first real game. You only get 1 chance to make a first impression so I like to make sure things are really polished, clean and as bug free as possible before I show people. The entire game, written in javascript does indeed work 'Offline' as well. So I have on my to-do list create a 'Stand Alone' version that people can download. It will still run in the browser, just not need a network connection. I've recently added some new things to the game: * A new Card Deck * More satisfying 'You Win!' screen * Enhanced Statistics including pie and line charts: I've tested things and it appears that the game works great on the following browser: * IE 6 * IE 7 * FireFox (Win32 and Linux) * Opera (Win32, Wii, Linux) * Safari (Win32) * Seamonkey (Linux) * Konqueror (Statistic Charts don't show up) Next on my list is to profile some code and improve performance here and there, as well as add lots of new solitaire types :)
  6. Quote:Original post by 5MinuteGaming Hmmm, Well I am using IE 6. And I tried it again on Tuesday Augest 14, 2007 at 12:16pm GMT-5 and I get the same problem. Internet Explorer reports an error with the script with the following output. Line: 25 Char: 4 Error: 'Solitaire' is undefined Code: 0 URL: http://worldofsolitaire.com/ This time a single refresh fixes the problem and the game works perfectly afterwards without any issues as far as I can tell. I'll load up a VMWare image I have with Win2k and IE6 and take a look. Thanks for reporting the issue :)
  7. Quote:Original post by 5MinuteGaming Took a couple of reloads with IE for it to work correctly the first page load resulted in a large amount of un stylized text and images. Probably something to do with the stylesheet a javascript. Second reload there was no background or animation and it got caught in a resizing images loop. Third reload and from then on everything worked fine. Very nice game for javascript running in a web browser and a good job on the aniamtions! Hrm... I introduced a major IE bug on Sunday at some time, and it was broken in IE until 10:30AM Eastern today. If you tried it during that time, there is a very good chance my fix has fixed the issue you describe. However if you tried it after 10:30AM eastern time, then ugh, it may be a bug :) Which version IE? Thanks for the comments and checking it out :)
  8. Quote:Original post by Gaenor Runs fine in Opera. Didn't notice any bug either. That's really impressive, good work! :) Thanks! I really appreciate your comments!!
  9. Wanted to let everyone know that I've decreased the time it takes to load (if you've already loaded the images). It used to take between 8 and 12 seconds to load up. Now it takes between 2 and 6 seconds. I've also shaved off a second+ off of new deals. I still have more optimization to do, I just wanted to let you folks know and thank you all once again for your comments :) Comments help to keep me going :)
  10. Quote:Original post by ForestMaster smooth! like it but i thought the king could be placed on empty slots, isnt it? For Klondike, a king can be placed in open slots, but only the bottom 7 stacks. When you clear one of the bottom 7 stacks then it reveals a location you can put a king. The top right four empty slots are only for aces and build up to king.
  11. Quote:Original post by Mr E AWESOME !!!!!!!!!!!!!!!!! Plays very good in Firefox. I really like the fullscreen mode i.e. the fact the cards resized automatically !!! Thanks so much for the good comments :) I'm glad you like it and it works okay :)
  12. Hello everyone! I've been working on my first game ever over the past few months. (I don't count the text adventure games I wrote on the Commodore as a kid.) It's basically just Solitaire, but I wrote it in javascript. I know that Solitaire isn't a very original game concept, but I've tried to make the game work in as many browsers as I can and be fun to play with lots of features. The game is NOT DONE YET, but I would love it if you could take a look at let me know you encounter any bugs I'd also love any feedback at all that you might have. The URL is: http://worldofsolitaire.com Comments are very appreciated! Thanks! EDIT: Wanted to post a screenshot:
  13. Quote:Original post by X5-Programmer Well, check this site. Link :] and on the opengl -> third page. GL. Cool! Thanks! I see the camera movement tutorial code, bookmarked that site :)
  14. Hi, I've been doing C/C++ for about 12 years now but I'm new to OpenGL and the 3D world :) I'm using a slightly modified Lesson 3 from NeHE with a simple rotating Pyramid. My goal is to be able to 'fly around' the pyramid by using the mouse. I'm using gluLookAt to successfully get closer to the object, and move further away by changing the z index of the camera position. However changing the X and Y locations appear to have to difference whatsoever. Here is the code with how I am rendering it: /////////////////////////////////////////////////////////////////////////// // DrawGLScene void DrawGLScene(void) { static GLfloat rtri=0.0f; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer glLoadIdentity(); // Reset the view gluLookAt(gXLoc, gYLoc, gZLoc, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); //glTranslatef(0.0f, 0.0f, 0.0f); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef(rtri, 0.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); // Red glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle (Front) glColor3f(0.0f, 1.0f, 0.0f); // Green glVertex3f(-1.0f, -1.0f, 1.0f); // Left Of Triangle (Front) glColor3f(0.0f, 0.0f, 1.0f); // Blue glVertex3f(1.0f, -1.0f, 1.0f); // Right Of Triangle (Front) glColor3f(1.0f, 0.0f, 0.0f); // Red glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle (Right) glColor3f(0.0f, 0.0f, 1.0f); // Blue glVertex3f(1.0f, -1.0f, 1.0f); // Left Of Triangle (Right) glColor3f(0.0f, 1.0f, 0.0f); // Green glVertex3f(1.0f, -1.0f, -1.0f); // Right Of Triangle (Right) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left) glEnd(); SDL_GL_SwapBuffers(); // Draw it to the screen rtri+=0.2f; }
  15. Quote:Original post by Zanthos Not bad at all, one problem though is that using Py* for finding all called Python functions returns no results :( Good work though, seems to index more lines than Koders.com :) Oh, and another thing, it would be nice to run just a plain text search on the entire source file, if that'd be possible? Whilst having categorial searching is brilliant for increasing search relevance, there's bound to be times where having a full search is required :) Zanthos, it only supports C/C++ code at the moment. Koders.com claims 225 million lines, but that's mixed among all languages. So I'm almost positive I have more C/C++ lines, and I'll soon surpass them in overall lines as I'm adding about 2 million lines of coder per day :) For the plain text idea, that's certainly a good idea. I've put that idea near the top of my wish/todo list. I'll probably wait until after I finish adding the rest of the code to implement, so that might be a bit in the future :)