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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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Laserbeak update

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23yrold3yrold

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I fixed the wings up. I was having a lot of trouble duplicating them without linking the IPO data, which was pissing me off. All's well now. Just to make things different, I used toy/cartoon colours this time, switched to toon shading, and added outlining.



The head and feet need sculpting a bit, and a few details to add to the body. Plus the weapons of course. I think those will just magically descend from on high as he transforms. If I'm feeling really fancy, I'll try to rig it so they pop out his back in some form.

Working on TMS the rest of the day ...

EDIT: BTW, the sprites for TMS currently clock in somewhere around 45MB. [wow] Those sprites have a lot of padding around the edges since they're currently all the size of my Blender window. Bola needs functionality to trim the fat off the edges (while preserving offsets). Until then, good thing Grabber has compression ...

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Chris, as well as trimming the TMS sprites have you thought about using one of the PNG libs to compress them afterwards?
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From what I know about the original TF universe, the consensus about things like resizing 'bots as they transform and "magically appearing" weapons and other bits, is something called 'subspace'. Imagine that you had a pocket that, when you reached into it, was actually another space other than in your pants. Imagine next that you can store things of any size in there. Its something like that. When (for instance) Megatron transforms, he goes from a massively huge mechanical form to a gun small enough to fit into a human's hand. Where did all that extra mass go?

If this were the case, and you were to actually go with it, I'd probably visualize [the unit that fits on Laserbeak's back (in the tape holes) with the cannons on it (???)] as an energon effect fading from nothing to full-bright energon coloring, and then fading from full-bright energon to the actual object. Run that over a bit of time, and see how it looks. Dropping them in from out of nowhere will probably look bad. I mean, thinking about Optimus Prime transforming to a truck and watching that trailer come from off-frame... man, THATS a trip. Where was it before? Why didn't we notice it there? [end rant]

Nice animation.
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