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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 BwetArrow

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  1. Thank you! Just to make sure, I am inching my way through this, but is separate axis theorem not for collision handling, but detection? Please tell me if I am wrong, I am not too far in yet.
  2. [EDIT: This topic is probably better for the "For Beginner's" Forum, I wouldn't mind if it were moved. Hey, I have been searching for ages for decent collision detection on irregular objects with 8-directional movement in a 2d game where the level is moved and the character stays centered. The game is in Actionscript 3, but this is a general question about logic, not implementation. What I have so far is buggy to the extreme, and I can't find anything online to suit my needs. This is what I have so far(see end for summary): [in the Main.as document class]: 1)Function to detect collision and act accordingly, which is done 24 times/second [CODE] public function collisionsCheck(evt:Event):void { var collisions:Array = collisionList.checkCollisions(); //puts colliding objects into an array if (collisions.length == 0)//if no collisions { moveAvatar(); } else { for (var i:uint = 0; i < collisions.length; i++) { if (collisions[i].object2 is levelWall) { bounceAvatar(); } else { moveAvatar(); } } } } [/CODE] 2)moveAvatar() function: [CODE] public function moveAvatar():void { xMovement = 0; yMovement = 0; currentDirection = ""; if (rightArrow == true && upArrow == false && downArrow == false) { xMovement -= charSpeed; //sets speed } else if (leftArrow == true && upArrow == false && downArrow == false) { xMovement += charSpeed; } //etc for all 8 directions ourLevel.x += xMovement; //moves level according to speed ourLevel.y += yMovement; } [/CODE] 3)bounceAvatar() function: [CODE] public function bounceAvatar():void { if (currentDirection == "") { if (leftArrow == true && upArrow == false && downArrow == false) { ourLevel.x--; currentDirection = "Left"; }else if (rightArrow == true && upArrow == false && downArrow == false) { ourLevel.x++; currentDirection = "Right"; } //etc for all directions } else { if (currentDirection == "Left") { ourLevel.x--; } else if (currentDirection == "Right") { ourLevel.x++; } } } //etc for all directions [/CODE] So in summary, i put the colliding objects in an array, then if that array is longer than 0, i check to see if it is a wall, and if it is, i call the bounceAvatar function, which checks the direction(if it's "empty", from the moveAvatar, it sets it), and moves the level until the array length is 0 again. If it is not a wall, or the length is 0, I move the level according to the direction and speed of the character. Now obviously on irregular objects, and probably on regular objects too, this collision handling is primitive and buggy, because it sometimes moves the character through walls if it changes directions the right way. Does anyone know how I could improve this? Or could you point me in the right direction? Remember, I just need the logic, code is not necessary. I have tried variations of this that have the same problem, and the frustration is reaching critical levels x.x, so any fresh ideas are welcome! Thank you a LOT for your time, I know how valuable it is!