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  • 2D Game Help In XNA

    - by user22715
    I'm making a game in XNA called The Adventure Of The Very Hairy Princess Fairy. The game is a "Sidescroller/Platformer" like mario but there is a problem. How do I attack a wepon the the player texture and add animations so it looks like the player is holding the gun and It's not a floating image in front of the player? The player can kill with things like chainsaws playing as a very hairy princess fairy.

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  • javascript game loop and game update design

    - by zuo
    There is a main game loop in my program, which calls game update every frame. However, to make better animation and better control, there is a need to implement a function like updateEveryNFrames(n, func). I am considering implementing a counter for each update. The counter will be added by one each frame. The update function will be invoked according to the counter % n. For example, in a sequence of sprites animation, I can use the above function to control the speed of the animation. Can some give some advice or other solutions?

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  • How do I limit the game loop?

    - by user1758938
    How do I make a game update at a consistent speed? For example, this would loop too fast: while(true) { GetInput(); Render(); } This just wont work (hard to explain): while(true) { GetInput(); Render(); Sleep(16); } How do I sync my game to a certain framerate and still have input and functions going at a consistent rate?

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  • Spreadsheets in Game Design?

    - by Joey Green
    There have been two instances from the past two weeks that I've heard from well known successful game developers that they use spreadsheets when designing games. The first being David Whatley in this GDCVault video: http://gdcvault.com/play/1012372/From-Zero-to-Time-Magazine The second being the guys that do Walled Garden Weekly: http://walledgardenweekly.com/ David said he models everything out and uses excel models to see how everything plays out. What on earth is he talking about? Is it seeing how the game mechanics react to each other? Is there somewhere where I can learn more about how to do this? Thanks

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  • Alternative to Game State System?

    - by Ricket
    As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", and "Game". On the one hand, it totally makes sense to separate these into a state system. After all, they are disparate and would otherwise need to be in a large switch statement, which is obviously messy; and they certainly are well represented by a state system. But at the same time, I look at the "Game" state and wonder if there's something wrong about this state system approach. Because it's like the elephant in the room; it's HUGE and obvious but nobody questions the game state system approach. It seems silly to me that "Game" is put on the same level as "Main Menu". Yet there isn't a way to break up the "Game" state. Is a game state system the best way to go? Is there some different, better technique to managing, well, the "game state"? Is it okay to have an intro state which draws a movie and listens for enter, and then a loading state which loops on the resource manager, and then the game state which does practically everything? Doesn't this seem sort of unbalanced to you, too? Am I missing something?

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  • Coming up with manageable game ideas as a hobbyist game developer

    - by Kragen
    I'm trying to come up with ideas for games to develop - as per the advice on this question I've started jotting down and brainstorming my ideas as I get them, and it has worked relatively well - I now have a growing collection of ideas that I think are relatively original. The trouble is that I'm a solo hobbyist developer so my time is limited (and I have short attention span!) I've decided to set myself a limit of 1 working week (i.e. 35-40 hours) to develop / prototype my game, but all of the ideas that really spark my imagination are far too complex to be achievable in that sort of time (e.g. RTS or RPG style gameplay), and none of my simpler ideas really strike me as being that good (and whenever I get a flash of inspiration I invariably end up making things more complicated!) Am I being too picky - should I just take one of my simpler ideas and have a go?

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  • Advices fo starting a video game design career

    - by Allen Gabriel Baker
    I'm 24 and have a passion for video games and game-design. I've decided I want to design video games as my career. I have no experience with designing video games or coding but I'm interested and willing to learn. I want a job at any level but what would I need to land a job? I have no college experience and I have no money. What is a cheap school, or do I really need to go to school for this, or can I learn on my own? Is it possible to do this with no money? I'm literally broke but I want this so bad I feel like its the only career I'll enjoy. I want to call up company's and ask them what they are looking for in someone they want to hire, is that a good idea? Also I don't know the history of video game design and I don't want to sound like a dummy when someone says something about this field or talks about a famous designer and I have no idea who they're talking about. So what is key info when it comes to this field and where should I find it? Hopefully some of you guys and girls can help me out: I know in the future I will create something everyone will enjoy and you guys will remember when you gave me advice and I will always remember you guys for helping me. I'm gifted I know I am and I want to share my gift with the rest of the world by making games that change the Industry. Help me out please.

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  • Penalty for collision during a racing game

    - by Arthur Wulf White
    In a racing game: How should we penalize the player for colliding head on into obstacles such as walls, trees and so on. What is the way it is done in your favorite racing game? How is it done in other successful racing games? Do you think temporarily disabling the engine for a second is too severe? If I do go that route, how would I convey the 'engine is disabled' to the player in a subtle and easily understood way? Is this 'too much' of a penalty? Would the slow-down from the collision be sufficient to discourage the player from driving too carelessly? Which one is more fun? Should I consider a health-bar and affect engine performance for 'low health' status? Could you offer examples of games that handle this well and one that do it poorly? Please share your experience with racing games obstacles and reference games you feel perform well in this aspect. I am sure we all enjoy our racing games differently and I would like to hear different opinions regarding this issue. I would also like to hear how you feel we should penalize or reward for colliding with other vehicles? Should enemy vehicles be destroyable? Should they slow down severely when they hit the back of your car or would that make the gameplay imbalanced?

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  • Limit The Game Loop?

    - by user1758938
    How do I make a game go at the same speed? You probly dont understand that so here are examples: This Would Loop Too Fast while(true) { GetInput(); Render(); } This Just Wont Work, Hard To Exlplain while(true) { GetInput(); Render(); Sleep(16); } Basicly How Do I Sync It To Any FrameRate And Still Have To Input And Funtions Going At The Same Rate?

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  • How to create a legally valid timestamp of unpublished game artwork

    - by mm24
    Before publishing promotional material of my first indie game I wanted to mark all my artwork with a legally valid timestamp. There are two ways I know to do this: 1 go to a sollecitor/lawyer and pay for them to certify the document 2 use an online webservice to mark any given file/folder readable to the service Anyone has already done this and if yes how (e.g. which website have you used? which type of solecitor have you contacted? etc..)? Kind Regards PS: I know that there is always the good old "send yourself a mail with a stamp and a date" but is not very strong as proof.

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  • Another question about handling game states

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something?

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  • Alternative to Game State System?

    - by Ricket
    As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", and "Game". On the one hand, it totally makes sense to separate these into a state system. After all, they are disparate and would otherwise need to be in a large switch statement, which is obviously messy; and they certainly are well represented by a state system. But at the same time, I look at the "Game" state and wonder if there's something wrong about this state system approach. Because it's like the elephant in the room; it's HUGE and obvious but nobody questions the game state system approach. It seems silly to me that "Game" is put on the same level as "Main Menu". Yet there isn't a way to break up the "Game" state. Is a game state system the best way to go? Is there some different, better technique to managing, well, the "game state"? Is it okay to have an intro state which draws a movie and listens for enter, and then a loading state which loops on the resource manager, and then the game state which does practically everything? Doesn't this seem sort of unbalanced to you, too? Am I missing something?

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  • Other games that employ mechanics like the game "Diplomacy"

    - by Kevin Peno
    I'm doing a little bit of research and I'm hoping you can help me track down any games, other than Diplomacy (online version here), that employ all or some of the mechanics in Diplomacy (rules, short form). Examples I'm looking for: Simultaneous orders given prior to execution of orders In Diplomacy, players "write down" their moves and execute them "at the same time" Support, in terms of supporting an attacker or defender "take" a territory. In Diplomacy, no one unit is stronger than another you need to combine the strength of multiple units to attack other territories. Rules for how move conflicts are resolved Example, 2 units move into a space, but only one is allowed, what happens. I may add to this list later, but these are the primary things I'm looking for. If you need clarification on anything just let me know. Note: I tried asking this on GamingSE, but it was shot down. So, I am unsure where else I could post this. Since I am researching this for game development purposes, I assume this post is on topic. Please let me know if this is not the case. Please also feel free to re-categorize this. Thanks!

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  • Simple 2d game pathfinding

    - by Kooi Nam Ng
    So I was trying to implement a simple pathfinding on iOS and but the outcome seems less satisfactory than what I intended to achieve.The thing is units in games like Warcraft and Red Alert move in all direction whereas units in my case only move in at most 8 directions as these 8 directions direct to the next available node.What should I do in order to achieve the result as stated above?Shrink the tile size? The screenshot intended for illustration. Those rocks are the obstacles whereas the both ends of the green path are the starting and end of the path.The red line is the path that I want to achieve. http://i.stack.imgur.com/lr19c.jpg

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  • Game Timer In C++

    - by user1870398
    I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below? #include <iostream> #include<windows.h> #include<time.h> #include<process.h> using namespace std; int Timer = 0; int LastTimer = 0; bool End = false; void Update(int Ticks) { } void UpdateTimer() { while (true) { LastTimer = Timer; Timer++; Sleep(1); if (End) break; } } int WINAPI WinMain(HINSTANCE par1, HINSTANCE par2, LPSTR par3, int par4) { _beginthread(UpdateTimer, 0, NULL); while(true) { if (Timer == 1000) Timer = 0; Update(Timer - LastTimer); } }

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  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

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  • Balancing game difficulty against player progression

    - by Raven Dreamer
    It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or unlocking new options in Command and Conquer 4. Yet this concept is not exclusive to video or computer games -- even in Dungeons and Dragons players can strive to acquire a +2 sword to replace the +1 weapon they've been using. Yet as a systems designer, the concept of player progression is giving me headache after headache. Should I balance around the players exact capabilities and give up on a simple linear progression? (I think ESIV:Oblivion is a good example of this) Is it better to throw the players into an "arms race" with their opponents, where if the players don't progress in an orderly manner, it is only a matter of time until gameplay is unbearably difficult? (4th Edition DnD strikes me as a good example of this) Perhaps it would make most sense to untether the core gameplay mechanics from progression at all -- give them flashier, more interesting (but not more powerful!) ways to grow?

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  • How was your experience working as a game tester?

    - by MrDatabase
    I'm currently an independent game developer. I'm open to the idea of working on a team in the game industry. I'm under the impression that being a "game tester" is a relatively easy way to get a job... however that job may be somewhat undesirable. So how was your experience working as a tester in the game industry? Some interesting experiences could include: Did the game tester position lead to other more desirable positions? How were the relationships between testers and developers? Did you write any code? (test "frameworks", unit tests etc) If bugs made it into production was any (potentially unfair) blame put on the testers?

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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  • Alchemy like game for the web, open source. Any ideas for element combinations?

    - by JohnDel
    I created a web game like the Android game Alchemy. It's open source and in the back-end you can create your own elements / your own game. I was wondering what elements - ideas would be good to implement as a prototype / demo? Some ideas are: Colors Programming languages Chemical Compounds Same as the original alchemy Evolution of biological organisms What do you think? Any specific combination ideas?

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  • How or why would this mechanic (not) work to bring game balance to a singleplayer RPG? [closed]

    - by 0xFFF1
    Mechanic details The player, the monsters, and the merchants act as three separate parties. The player needs to beat up monsters for exp points and resources to sell and to buy potions from merchants to continue to fight. The monsters need healing and reviving to survive (also bought from merchants) and the merchants need potion ingredients from the player and the monsters to make potions to sell. These potions are only able to be processed in such bulk by merchants thus their potions would be cheaper than making them yourself. Only the monsters can farm ingredients in bulk. Only the player is or has to be overly aggressive (in bulk). Monsters can farm and produce "Level up candies" that do the work of exp. they are eaten right away after they are made and are never stockpiled or held for fear of the player and merchants who want to sell to the player. The monsters will defend themselves. Reviving is very expensive. The merchants can be found either with a concerned expression or a grinning expression based on how much profit they are making compared to their morale standing. The economies of each monster town and merchant city are distinct but interconnected. Magic Swords are worth a lot. So what I need to know is what concerns would there be to design a game around this mechanic and/or design this mechanic around a developing game. which would fare better? Is game balance an issue here? (how strong the monsters get or how quickly they die off based on the player's input into the system), Or is game balance solely in the hands of the player? (he decides if he overkills monsters or get underleveled.) What do I need to think about to make sure it isn't too easy or too hard to swing the amount/strength of monsters compared to the player and the amount of profit the merchants get vs the player. Would indicating how out of whack things are getting in game help with this?

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  • In a state machine, is it a good idea to separate states and transitions?

    - by codablank1
    I have implemented a small state machine in this way (in pseudo code): class Input {} class KeyInput inherits Input { public : enum { Key_A, Key_B, ..., } } class GUIInput inherits Input { public : enum { Button_A, Button_B, ..., } } enum Event { NewGame, Quit, OpenOptions, OpenMenu } class BaseState { String name; Event get_event (Input input); void handle (Event e); //event handling function } class Menu inherits BaseState{...} class InGame inherits BaseState{...} class Options inherits BaseState{...} class StateMachine { public : BaseState get_current_state () { return current_state; } void add_state (String name, BaseState state) { statesMap.insert(name, state);} //raise an exception if state not found BaseState get_state (String name) { return statesMap.find(name); } //raise an exception if state or next_state not found void add_transition (Event event, String state_name, String next_state_name) { BaseState state = get_state(state_name); BaseState next_state = get_state(next_state_name); transitionsMap.insert(pair<event, state>, next_state); } //raise exception if couple not found BaseState get_next_state(Event event, BaseState state) { return transitionsMap.find(pair<event, state>); } void handle(Input input) { Event event = current_state.get_event(input) current_state.handle(event); current_state = get_next_state(event, current_state); } private : BaseState current_state; map<String, BaseState> statesMap; //map of all states in the machine //for each couple event/state, this map stores the next state map<pair<Event, BaseState>, BaseState> transitionsMap; } So, before getting the transition, I need to convert the key input or GUI input to the proper event, given the current state; thus the same key 'W' can launch a new game in the 'Menu' state or moving forward a character in the 'InGame' state; Then I get the next state from the transitionsMap and I update the current state Does this configuration seem valid to you ? Is it a good idea to separate states and transitions ? And I have some kind of trouble to represent a 'null state' or a 'null event'; What initial value can I give to the current state and which one should be returned by get_state if it fails ?

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  • How does a "Variables introduce state"?

    - by kunj2aan
    I was reading the "C++ Coding Standards" and this line was there: Variables introduce state, and you should have to deal with as little state as possible, with lifetimes as short as possible. Doesn't anything that mutates eventually manipulate state? What does "you should have to deal with little state as possible" mean? In an impure language such as C++, isn't state management really what you are doing? And what are other ways to "deal with as little state as possible" other than limiting variable lifetime?

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  • As an indie game dev, what processes are the best for soliciting feedback on my design/spec/idea? [closed]

    - by Jess Telford
    Background I have worked in a professional environment where the process usually goes like the following: Brain storm idea Solidify the game mechanics / design Iterate on design/idea to create a more solid experience Spec out the details of the design/idea Build it Step 3. is generally done with the stakeholders of the game (developers, designers, investors, publishers, etc) to reach an 'agreement' which meets the goals of all involved. Due to this process involving a series of often opposing and unique view points, creative solutions can surface through discussion / iteration. This is backed up by a process for collating the changes / new ideas, as well as structured time for discussion. As a (now) indie developer, I have to play the role of all the stakeholders (developers, designers, investors, publishers, etc), and often find myself too close to the idea / design to do more than minor changes, which I feel to be local maxima when it comes to the best result (I'm looking for the global maxima, of course). I have read that ideas / game designs / unique mechanics are merely multipliers of execution, and that keeping them secret is just silly. In sharing the idea with others outside the realm of my own thinking, I hope to replicate the influence other stakeholders have. I am struggling with the collation of changes / new ideas, and any kind of structured method of receiving feedback. My question: As an indie game developer, how and where can I share my ideas/designs to receive meaningful / constructive feedback? How can I successfully collate the feedback into a new iteration of the design? Are there any specialized websites, etc?

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