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      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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Cherno

Episode 1 of Game Programming, a Video Series

5 posts in this topic

A new daily series that I'm starting on YouTube, on how to make a game from scratch in Java, a game similar to Realm of the Mad God.
I'll just leave Episode 1 here:

http://www.youtube.com/watch?v=GFYT7Lqt1h8

Your feedback is greatly appreciated. What I want to start doing, is getting your input on where this game goes. Thanks a bunch, Cherno out.
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I've never programmed in java but I don't think that will be the point with my opinion.

It's not smart to pick a 'random' resolution. In C++ the function 'ChangeDisplayMode" returns false at random resolutions that doesn't exist.
When the gamer goes to options he might want to change the resolution. So give him known ones(640*480, 1024*768, 1280*720, etc)
link: [url="http://en.wikipedia.org/wiki/Display_resolution"]http://en.wikipedia....play_resolution[/url] (scroll down a bit)

I mostly use 640*480 to start my projects with. When I create a game I'm trying to get around 1360*768. And then adjust my resolution to a "fullscreen" window for the gamer.
And 3-5 minutes each video? You have written 5 lines of code now so maybe go a little bit faster, or make the video much longer? [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img]


~EngineProgrammer
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I think the quality of the video is high - both in technical terms and the way you explain things. For some reason though, it felt to me like you focused on explaining the Java syntax and conventions than actually presenting some general concepts about the game development.

Also, it took you 11 minutes to present a three lines of actual code. I think it'd be wise to speed up a lot - perhaps making each video not 3 but 30 minutes long.

Other than that, I enjoyed the video. Good luck!
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