• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

157 Neutral

About newera

  • Rank

Personal Information

  • Location
    Bellevue, WA
  1. Alternatively you could do something similar to what Scala does: [code] var(x,42) // inferred as an integer var(y,42.0) // inferred as a real Temp(temp, x, "test") // new instance of Temp foo( var(x, "test") ) // inferred as type Temp [/code] I'm not convinced this is any better, but interesting none the less.
  2. Sorry, I misspoke -- I meant anonymous temporary variables. Temporary types sound like a flavor of tuples which could be interesting... The point I was trying to make is that the type Test in the [color=#1C2837][size=2][color=#000000][font=CourierNew, monospace]foo[/font][/color][color=#666600][font=CourierNew, monospace]([/font][/color][color=#660066][font=CourierNew, monospace]Test[/font][/color][color=#666600][font=CourierNew, monospace]([/font][/color][color=#006666][font=CourierNew, monospace]42[/font][/color][color=#666600][font=CourierNew, monospace],[/font][/color][color=#000000][font=CourierNew, monospace] [/font][/color][color=#008800][font=CourierNew, monospace]"test"[/font][/color][color=#666600][font="CourierNew, monospace"])) [/font][font="Arial"]statement should/could be inferred, as the 42 and "test" are inferred. [/font][font="CourierNew, monospace"] [/font][/color][/size][/color] [color=#1C2837][size=2][color=#666600][font="CourierNew, monospace"] [/font][/color][/size][/color] [color=#1C2837][size=2][color=#666600][font="CourierNew, monospace"]Tony[/font][/color][/size][/color] [color=#1C2837][size=2][color=#666600][font="CourierNew, monospace"] [/font][/color][/size][/color] [font="CourierNew, monospace"][size="2"][color="#666600"] [/color][/size][/font]
  3. Nice work on this project, very impressive. One quick question about the syntax: For anonymous types, in your example you define the "anonymous" type as you pass it into the function: [code] entrypoint : () -> () { foo(Test(42, "test")) } [/code] It seems a bit inconsistent with the primitive types, i.e., Test(integer(42), string("test")). This however seems overly verbose. Does the language support this instead? [code] entrypoint : () -> () { foo((42, "test")) } [/code] Cool stuff! Tony
  4. I haven't used Slick so I'm not familiar with the TiledMap class. However, it seems logical to want to separate the graphical and physical models any ways. Two possible solutions are: 1) include collision metadata in the Tiled output, 2) create a separate file which includes the collision data. In either case, read in the file and create a PhysicalWorld data structure that contains your physics objects (in your case specific tile objects). Pass the PhysicalWorld structure to the game logic instead of the TiledMap (this should only be used by your rendering module).
  5. I have published Ricochet-Lite to the android market. If you have time, please check it out! Your support is much appreciated. QR: market://details?id=com.fived.ricochet AndroidLib link: http://www.androidblip.com/android-games/ricochet-lite-105516.html Please let me know if you have comments or questions, Thank you, Tony
  6. This is my first Android game, I have been working on it in my spare time since May 2010. I plan to release a lite version (with ads) and a full version which includes a level editor. Click here (Android APK) for the beta release of the lite version. It currently only supports devices with a resolution of 480x800 or higher. I did all the programming and graphics (please excuse the programmer art). Feedback is welcomed. Screenshots: Main menu In game Thank you, Tony Sparks
  7. Quote: In the example I was considering they are deciding the way elements of the game are positioned on the screen. Are these UI widgets? The server shouldn't care where the UI elements are placed. This should be up to the client. The client should receive information about a widget from the server (ex. health, ammo, etc.) and the client should be free to display that information any way it chooses.
  8. What are these functions doing? You want to make sure your server has the final say in what happens. You might want to have the server send the outputs of the function to the clients. The clients should be pretty dumb, only sending user input to the server and rendering the outputs from the server.
  9. It sounds like the easiest way is to have an array of booleans which correspond to a key, and if it's pressed/held down the button is set to true. Once the button is released, the button is set to false. boolean keys[256]; void update() { KeyEvent key = input.pollKeyboard(); if ( key.isDown ) { keys[key.code] = true; // the button has been pressed } else { keys[key.code] = false; // the button has been released } } If you want to get fancier than that, add a timestamp to each key press. Only allow the button to be "pressed" if a certain amount of time has elapsed.
  10. One possible solution is to include listeners in your state transitions. If you have a FiniteStateMachineComponent you could play sounds like so: Sound attackSound; ... FsmComponent fsm = entity.getComponent(FsmComponent.class); fsm.addStateListener(AttackState.class, new StateListener() { void onEnter() { attackSound.play(); } void onUpdate(TimeStep t) { } void onExit() { attackSound.stop(); } }); ... fsm.changeState(AttackState.class); // plays the "attackSound" Whenever the "entity" transitions to the "AttackState" state it will play the "attackSound".
  11. For objects that span multiple nodes, you will want to place that object in the parent node. As for selecting from the QuadTree I use an API like this: public Set<Entry<T>> getObjects(Rectangle rect, Set<Entry<T>> objects ); public Set<Entry<T>> getObjects(Line l, Set<Entry<T>> objects ); public Set<Entry<T>> getObjects(Circle circle, Set<Entry<T>> objects ); These functions recurse down the QuadTree asking each node if it intersects with the supplied geometry. Once it intersects, it will ask each Object on the node if it collides with the geometry and if so, add it to the Set of objects to be returned. For dynamic objects, you will want to pop and push from the QuadTree each frame (if the object is moving of course). A nice trick is to cache the node in which the object is stored in so popping from the QuadTree is O(1). An example implementation may be found here: http://myriad.cvs.sourceforge.net/viewvc/myriad/Myriad/src/org/myriad/shared/ds/ Hope this helps.
  12. You still can have the clean creation of entities and decouple the loading of models and entities by introducing another class in which builds the desired entity. interface EntityFactory { EntityNode createNode(); } class EnemyEntityFactory implements EntityFactory { AssetManager assetMng; EnemyEntityFactory(AssetManager assetMng) { this.assertMng = assetMng; } EntityNode createNode() { var enemy = new EnemyNode(); enemy.Mesh = assetMng.Load<Mesh>("enemy.obj"); enemy.Texture = assetMng.Load<Texture>("enemy.png"); return enemy; } } public class GameScreen : Screen { private long lastSpawnTick; private EntityFactory entityFactory; public override void Update(long Tick) { if (Tick - lastSpawnTick > 5000) { EntityNode enemyNode = factory.createNode(); Root.Add(enemyNode)); lastSpawnTick = Tick; } } }
  13. I used annotations for this. You can see the implementation here: http://myriad.cvs.sourceforge.net/viewvc/myriad/Myriad/src/org/myriad/core/listener/ Essentially it is the equivalent to OrangyTang implementation. Rather than searching for a particular method name, it scans for an Annotation (EventMethod).
  14. Might I make a suggestion on your customized level file format. You don't necessarily have to fit all the data into 1 file. I use several files for a single 'scene'. One file for defining entity definitions, one for physics definitions, one for visual definitions, one for tile definitions, etc. These types of association allow for a robust/flexible scene management. An example could be as follows: // Defines a type of Tile define : A { image= "gfx/tiles/tile_a.bmp" image_col=2; image_row=3; animationTime=0.5; damage=-10; // add other tile info } define : B { ... } ... In another file you would reference these 'defined' types, such as: define : OpeningScene { width=24; // number of tiles height=24; tileset= { A,A,A,B,B,F,F, etc. A,B,B,B,B,B,B, etc. etc. }; } So you could reference 'OpeningScene' in some other script to load that specific scene whenever you needed it. Hope this helps.
  15. A possible solution: class IListener { public: IListener(EventMng* evnt) : mEventMng(evnt) {}; void Register() { mEventMng->Register( this ); }; void UnRegister() { mEventMng->UnRegister( this ); }; virtual void HandleEvent( Event &evnt )=0; private: EventMng* mEventMng; }; // each subsystem inherits from this, // and register itself to the EventMng. class ISystem : public IListener { public: ISystem(EventMng* evntMng) : IListener(evntMng) {}; virtual void Init(..) { Register(); } virtual void Shutdown() { UnRegister(); }; virtual void Update(float deltaTime)=0; }; ... EventMng eventMng; ISystem* render = new RenderSystem( &eventMng ); render->Init(...); ISystem* etc...