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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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Playing with a Pocket PC

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Raduprv

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While waiting for the EL test server to be tested properly, I was toying with developing for my PocketPC devices.
The tools are free, from Microsoft, but they are the worst programs ever.
For example, MS didn't really bother to implement some libraries in the emulated Pocket PC, so I had to download some 3rd party libs that had no documentation whatsoever, so it was a lot of guesswork involved.

Basically, I had to copy a DLL file in the root of the emulated Pocket Pc device.
That's not a big deal, however, the moron who wrote that emulator (because I can not call him anything but a moron) did not think it would be nice to actually be able to SAVE the files on that emulator. So what happens is, when it crashes (which happens quite often) restarting it will clear all it's memory, so you'll have to reinstall all the files again...

Now, in all fairness, it does have an option to save the current state. Only that using that option somehow prevents the IDE from connecting to the emulator...

No wonder there are not so many programs for an otherwise great platform.

Yesterday I've spent a few hours trying to get SDL to work on it. I couldn't, there was virtually no documentation, no nothing.
So I just gave up and decided to use GAPI, which is some low level, rudimentary API for accessing the screen buffer. There were some other libraries out there, but they were C++, and I was looking for a C library.

On a positive note, I've been able to compile a GAPI sample and get it running on the emulator, and on an actual device.
The problem with the actual device is that, if I keep it docked, it crashes my computer (the whole Windows freezes).
So unless I want to restart my computer every few minutes, I have to use that idiotic emulator that is a huge time sink, and a source of terrible frustration...

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It sounds like another wopping success by MS again hahahaha *grins innocently* but seeing I'm not the only one struggling with bad documentation,... or none at all is refeashing. *twitches* Me and some one else are the only one experiencing this. *twitches with draty eyes*
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