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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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Today's theory

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Shane C

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Something which I noticed was that at least for 2D games, smaller resolutions are in theory smoother. At 320x240, you can move the same speed moving 4 pixels a frame as if you moved 8 pixels a frame with 640x480. With 640x480, you would "skip" 8 pixels, while at 320x240 you would "skip" 4. This is just an example. Thoughts?

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If both resolutions were full-screen on a monitor, and the monitor was the same physical size (22" or whatever), then you're still moving the same physical distance (1/4" or however much) on the monitor.

 

If you want smoother movement then don't move X pixels a frame, because different frames take different amounts of time. If Frame A and Frame B take different amounts of time, but both more the same distance, then you get erratic movement. (8 pixels in 1/10th of a second, and then 8 pixels during 1/20th of a second, and so on).

 

Instead, you could use floats for movement, only casting to integer pixels at the last second. Then, each frame you calculate how far to move based on how much time has passed.

//The amount of time that has passed since the last frame, measured in seconds. 0.5 = half a second.
float deltaTime;

//The number of pixels to move in one full second of movement.
const float PLAYER_SPEED = 200;

//The amount to move this frame.
//'playerPos' variable needs to persist from frame to frame (possibly as a member-variable of the player class).
float playerPos += (deltaTime * PLAYER_SPEED);

//Cast to pixels only when drawing.
int playerPixelPos = (int)playerPos;

This way, if the computer is going slower or faster, the player is always moving at a constant speed relative to the amount of time passed instead of relative to the number of frames drawn.

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