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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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  1. i'm wondering how to handle matches like do ruzzle in ios: one player can play the game and the other can play it too, while all two player haven't finished, i can't go to the second... GKTurnBasedMatch can't be because only one player at a time can make his move... Real-Time Matches? but if a player accept to play, then disconnects...?   should i have a separate server that stores the game, or i can use some other apple api? thanks
  2. thank you very much. i have downloaded and studied a lot of documentation, but all that was for people who already know about the algorithm. "a modern approach" speak about the algorithm, but, for me, is not very clear thanks again
  3. hi, i've searched over the net some site, book, everything that can explain MCTS and a basic implementation examples. i have found many thesis and pdf that explain the basic of the method with pseudocode. exists some tutorial, book, that explain tic-tac-toe first in theory then in practise, so...some very basic to understand well the method... thanks
  4. i have correct the words, forget my anglish, thanks [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] i have searched and if i had understood well, MCTS plays many games with random moves till the end of the game, then choose the move that gave victory more times. so i looked computer go, chess, connect 4... perhaps to study the method should i start from tic-tac-toe and connect 4? however, how can you make the list of moves so easily? thanks for help
  5. Hi, i'm wondering if i can use minmax for this problem or i should try another way: a player has 4 pawns that can move accordingly with a roll of 4 dice. a pawn can move a square spending one die, 2 square spending 2 dice and so on. a dce used for a pawn will be not used by another pawn. this lead not to a list of moves, but a tree of moves... i can make a search on the tree to find all possible game status makeing a list to parse on minmax... or will be more convenient another approach? thanks
  6. I'm wondering if do exists a tool that has a GUI used to draw graphs, then can put in output an adiacency list, or something similar. thanks
  7. hi, i think this is a problem solved, but not found the right keyword to serach in internet for it. this is the rules: [url="http://www.gamecabinet.com/rules/Inkognito.html"]http://www.gamecabinet.com/rules/Inkognito.html[/url] i report what is interesting for me to implement (something similar to cluedo or mastermind) a player has 1 identity and 1 aspect. there are 4 identitys and 4 aspects cards. [color=#000000]When a player lands on the pawn of another player, the player whose turn it is can request to see cards. The player may ask one of the following:[/color][color=#000000] Ask for identity cards.[/color][color=#000000] The respondent must show 2 identity and 1 aspect card. One of these must be true.[/color] Ask for aspect cards. The respondent must show 2 aspect and 1 identity card. One of these must be true. When the player is in the same square as the ambassador he may ask any player for either 2 identity or 2 aspect cards, one of which must be true how can i guess the true identity and aspect of a player? thanks
  8. thanks for information, i'll have a look
  9. i had a look on the pinned topic looking for book and other articles, but the subject is often something like first person shooter. looking for books or tutorials, in Italian or English as a subject that has the design of turn-based AI for games. eg. tris (tic tac toe), force 4 (connect 4), chess, and other turn based games, even different like cluedo or whatever, to learn basics of AI of this kind of games. complete with source code will be nice, or in any case speak of structures to be used. thanks
  10. i'd like to develop an effect like googlemap when you scale an object: when i zoom in, the map become large, and is replaced by new ones more detailed. i thought to divide my image in many more little loading the detailed or not basing on the zoom. i'd like to know if there is another solution, and if exist a software that divide the image in an array of images. thanks
  11. i have an init as: [code] bool b; NSLog(@"url"); NSURL *url = [NSURL fileURLWithPath:@"/dev/null"]; NSLog(@"dizionario"); NSDictionary *audioSettings = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithFloat: 44100.0], AVSampleRateKey, [NSNumber numberWithInt: kAudioFormatAppleLossless], AVFormatIDKey, [NSNumber numberWithInt: 1], AVNumberOfChannelsKey, [NSNumber numberWithInt: AVAudioQualityMax], AVEncoderAudioQualityKey, nil]; NSError *error; recorder = [[AVAudioRecorder alloc] initWithURL:url settings:audioSettings error:&error]; NSLog(@"audio"); if (recorder) { //NSLog(@"prepara"); [recorder prepareToRecord]; //NSLog(@"meter"); recorder.meteringEnabled = YES; //NSLog(@"recorder"); b=[recorder record]; NSLog(@"%@",(b ? @"OK" : @"here it FAILS")); } else { NSLog(@"ERRORE:"); NSLog([error description]); } //NSLog(@"fine init"); [/code] as i use [recorder record] fails only on device but works on simulator. how can i know why this method fails? how can i manage this problem? there can be a conflict with something else in other part of the code? thanks
  12. thanks for the comprehensive suggestions, i'll try something. AI is a very interesting subject of study!
  13. thanks for all advices, i'll try
  14. i have a map like googlemap, i can see ways, corners ecc... if i want to find the minimum path between two points of the map, do i have to implement a graph with a node on all corners? if so, are there any free implementation written in c, c++? (no api) i have seen boost...but sounds very large lib!if there is something more simple... thanks