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      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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Some problems with GLBasic...

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Fantastic. Just when I thought this tool would be great, I discover a lot of problems with it on my current computer. It could just be my hardware (I am on a laptop, after all), but it's really annoying to have gotten so excited over it and then find some problems.

First, for some reason or another, every now-and-then GLB doesn't want to load ANY font file and goes back to its default barely-readable default font. Terribly annoying, especially when one is relying on it to ALWAYS load the correct font file and use it. My game requires a very specific font to be used. I've made sure that my font file is located in the correct folder...so I have no idea why it's doing this to me. :P

Second, there's problems within setting up the transparency for Sprites, but this at least can be worked with. Originally, I was creating a tileset for my game sprites, and loading a single image and splitting it in a For Next loop.

Fairly simple, eh? Not so much; even after making sure that the originally loaded sprite was transparent, using GRABSPRITE seemingly REPLACED the masked-out pixels with black again, and even using "SETTRANSPARENCY" before "GRABSPRITE" did not work. Someone showed me a way to get around it using polyvectors and it looked simple, but I decided to just save my sprites as standalone tiles. Annoying, yes, but it works.

I'm scared to try 3D stuff because some of the demos show a lot of screwed up faces, particularly the shadow demo. Others look fantastic, though, so I'm guessing it just depends on what shader you're using and what version of OGL you have. I think my graphics chip just really sucks. :P

In the meantime, I'm going to study Blitz3D again, because I found a huge series of tutorials on YouTube in making a 2D platformer with it, and it's easily modifiable to run in GLBasic or even DarkBASIC, and one could also go a step further to making it with C#, which is eventually what I want to learn anyway and have been studying in my spare time with this site, which is a FANTASTIC crash course through the fundamentals of C# but not necessarily on programming itself.

I still want to use GLB someday because the platform support is phenomenally good, but until I figure out why it's not working very well on my computer, I'm sticking with B3D and XNA.

[Edited out the code snippet because it got messed up]

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All the problems are definitely hardware related. Looking into fixes. :) Definitely going to resume studying the GLB dialect.

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