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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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simondid

Using different kinds off art files in game development nood question

2 posts in this topic

Hey


okay so I have just started on learning more about java game development. I’m using the slick library And I have read that it’s preferred to use png files but when I’m looking around the world wide wep I’m finde every thing but png files and if I find png fiels they look like the attached files explosion_2.png with in my head makes no sense to display in a game unless you can get those explosion running like a animation some how???



Am I missing some thing?

I’m also finding a loot off bmp file with is looking like base.bmp attached file how can I use one off those models in my game??
1. Can I use bmp files
2. How due I spilt it up so I only use one off the modules??

I have no skills in Photoshop ore any kind off pic editing ?

sry for my english
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.BMP is typically not used for much in game development, due to its lack of an alpha channel. .PNG is more useful in that regard.

The image you posted is an example of what they often call a sprite sheet. It is intended to be "split up" (not literally) into frames. A frame can be thought of as a sub-rectangle of the image, which encloses one bit or part of the explosion. If the frames are displayed in sequence, one after another, at a rapid enough rate the illusion of something happening is created. With a sprite such as your explosion above, you will require an alpha channel (or some other method of removing all the pixels that are not part of the explosion), hence the recommendation of using .PNG, .TGA or some other format that supports alpha. The alpha channel is used to allow the background to show through the drawn sprite wherever there is not a pixel that is part of the explosion.

Now, you don't literally split the image up. Instead, in your game you conceptually split it up by mapping each bit or piece (sub-rectangle) to a sprite frame. When a given sprite frame is drawn to the screen, it only draws the particular sub-rectangle associated with that frame. How you accomplish this exactly depends highly upon your graphical API. An animation will typically store some sort of list of frames to display in sequence.
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okay gave me some kinda off sens in what shut due :) but no idear on who to due it ore what to google after is this process call something specifik??

so the explosion image is the one i need to use ??

due you have acces to a peac off code that dos this ??

sry for my english :(
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