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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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Android/NDK experimentation

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So, I've successfully ported my game framework to Android. It currently runs on Windows, Mac, Linux, and iOS. Android has been added to the list!


It's been an interesting adventure working with NDK, which I need to compile all the C/C++ code into a .so shared library. Suppose I make a change in the C code. Here's the steps to actually see it take effect on the device:

  1. Compile the library (from the command line, using ndk-build.

  2. Copy the library into the project into the Eclipse project, if it isn't being built there already.
    cp -r libs/* /cygdrive/c/Users/Matt/workspace/MyProject/libs

  3. Eclipse project "Build Clean", click OK. For some reason, updating the .so files does not cause them to be transferred to the device.

  4. Click "Debug". Wait about 8-20 seconds, depending on if the app is already running and needs to be terminated or not.

App is now running!

What if there's a crash in the library? You have to use the addr2line utility on the unstripped version of your library. [ Reference ]

/cygdrive/c/android-ndk-r7/toolchains/arm-linux-androideabi-4.4.3/prebuilt/windows/bin/arm-linux-androideabi-addr2line.exe -C -f -e obj/local/armeabi/libmylib.so

  • Type in the pc value specified in the stack trace.

    It might be a good idea to set up your PATH in .bashrc. smile.png


    This is incredibly tedious. That's about it, really. XCode 4.2 might be pretty sluggish these days, but at least the build process and simulator run at acceptable speeds, at least compared to Android.

    I can really understand the popularity of the Corona engine now. Visual Studio still remains my preferred tool for main development work, and this experience has taught me to write games in such a way that the porting process is as quick and painless as possible.


    Can anyone help me out with these?

    • Why does copying files into my workspace not cause them to be packed into the apk file without a clean build? I would think that Eclipse would notice that the .so files have been modified.
    • How do I move the compile+copy step into a build phase in Eclipse?

      • Having it print the output somewhere in Eclipse and fail if there's a compilation error is even more handy.

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