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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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Minor spattering of info

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Servant of the Lord

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Not much to say, and not much to show, but I haven't posted in several weeks so I figure I need to post something.

I've been running some tests using SFML and OpenGL, to see what kind of framerates I could get when drawing my 2D tiles (the results of the performance results are still inexplicably low), and in doing so, I confusedly ended up with some weird OpenGL mistakes from mixing up by the order that the vertices were supposed to go in:

dal7.png

Being new to GLSL (and OpenGL in general), I was playing around with getting my existing color blending algorithms working with OpenGL shaders:

08gi.jpg

Anyway, eventually (after heatedly interrogating other GDNet members in the chat room) I realized (okay, fine, "admitted I was wrong and acknowledged" wink.png) that I didn't actually need to use GLSL shaders to achieve the results I wanted:

ybjf.jpg

But, I do need to use GLSL shaders to use one texture as the alpha mask for another texture. huh.png
I thought there would be built in OpenGL functions for that, for sure.

It took me several days to trick SFML into letting me do that, by intermingling OpenGL function calls and GLSL shaders and depending on SFML implementation details:

xa6k.png

That's a rotated texture that has been flipped horizontally, with a independently rotated and/or flipped texture applied as the alpha channel.

If you came here expecting artwork... I haven't really worked on much recently. ohmy.png
Today I did make some pottery and jewelry boxes, but that's about it for the past several weeks!
pknr.png


Oh, as mentioned in my previous dozen or so journal entries, you now have the great privilege of following me on twitter! *waits expectantly for the world to burst into rejoicing*
rolleyes.gif


[size=2]*still waiting expectantly*

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Thanks! Sent a follow request to you as well. =)

 

My profile pic is three years outdated, I need to take a new one - I still have the mustache, but now I have a beard like a half-crazed mountain man (!) and shoulder-length hair. I really need to do something with the beard...

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