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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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PaladinJohn

Better way to do bounding?

0 posts in this topic

Very simple problem I could use some input on. I'm working on a Dr. Mario-esque game, so a simple falling blocks game with control over a pair of blocks. Currently, I'm having a tough time with bounding in regards to rotating the blocks. Below are two snipets of code that control bounding:

[code]keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.x -= 20
if self.rect.left <= 240:
self.x = 240
if keys[pygame.K_RIGHT]:
if self.rect.right <= 380:
self.x += 20
if keys[pygame.K_DOWN]:
self.y += 20
self.wait = 0
if self.rect.bottom >= 400:
self.y = 400[/code]

[code]if event.key == pygame.K_RCTRL:
if self.mana.dir == 90 or 270:
if self.mana.x == 380:
self.mana.x -= 20
self.mana.dir += 90
if self.mana.dir > 360:
self.mana.dir = 90[/code]

For clarity sake, I thought I would also mention that I am rotating objects by the Bottom Left corner of the object to allow easy and accurate snapping to the grid and to better emulate the base material. The problem becomes that if the user presses the rotate button at exactly the right time, the game piece can get out of bounds overlapping the border for the grid the game takes place on. Is there a better way to make sure that there is absolutely no way that any part of my sprite can ever cross a particular point in the window the way I have things now? I tried adding a line of code in the sprite update method that checks to see if the right side of the sprite is past a certain point and if it is to move x back by 20, but it's still exhibiting the same behavior.

This only occurs on the right side, which leads me to believe this may all originate from how I'm rotating the piece and the challenges it produces in managing x in that manner. I'm going to try a few more methods in the morning, but I thought I would post this here to get some additional insight in better ways to manage boundaries.
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