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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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TheTimboTron

Good engine/sdk for Linux/Win/Android dev?

6 posts in this topic

I need help choosing a good 2D gaming engine/SDK.

The challenge is I want to develop for Windows/Linux/Android. Mac/iOS would be nice, but not necessary. I am okay even with the same resolution for all three platforms (480x800). Ideally, an engine that could do all three would be ideal, but it seems Android events need some sort of refactoring (clicks to touch actions).

Any ideas? I've found Love and ClanLib, but that leaves the Android component out of it. Another option would be a good way to export the majority of ClanLib-created game content to Android. Any help would be appreciated. Thanks.
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I'm using Qt for Windows/Linux/Symbian/Android 2D game development - it's not a toolkit often associated with games, but as a full application toolkit it does the job (including some higher level functionality for graphics than say you'd get with SDL).

Qt for Android is an unofficial port, but already works for deploying to Google Play, and IMO is actually already easier to use than faffing around with the official Google NDK.
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I'm road-testing [url="http://code.google.com/p/libgdx/"]libgdx[/url] and so far I'd recommend it. It's quite mature and built upon solid libraries underneath; open-source too and the code is clean so you can easily go in and follow what's going on under the hood.
For graphics you can either play with OpenGL directly or use higher level of abstractions (such as SpriteBatch). It even comes with a nice JNI wrapper for Box2d.
No direct support for iOS but through the magic of GWT you can compile to javascript to make an html5 app out of it. Then you could choose to either deploy that online somewhere and leave it at that or you could embed it into a native wrapper which allows you to stick it on the app store as a native app.
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Unreal 3 supports Android. UDK doesn't support Android. They refuse to even acknowledge any Android related questions, and haven't for the last year.
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[quote name='mdwh' timestamp='1335186956' post='4934086']
Qt for Android is an unofficial port, but already works for deploying to Google Play, and IMO is actually already easier to use than faffing around with the official Google NDK.
[/quote]

Hi, I'm also interested in trying out Qt for Android! Do you have some links/pointers on how to get started and what one has to do? How easy is it really? What are the required steps?
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[quote name='Rasterman' timestamp='1349808560' post='4988434']
Unity
[/quote]
(aimed at OP not rasterman more than anything)
Unity is a good choice although android support isn't free (android and iOS are $400 each). Mac and windows are free. Google chromes native client is also free and works in chrome on mac, windows and linux. Official linux builds aren't aailable yet though (coming very soon)


[quote name='clb' timestamp='1349941940' post='4989008']
Hi, I'm also interested in trying out Qt for Android! Do you have some links/pointers on how to get started and what one has to do? How easy is it really? What are the required steps?
[/quote]
You make your own thread. Bear in mind QT is meant to be pretty slow compared to most other options.
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