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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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bazis

Announcement: develop Android games with Visual Studio

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Hi, Everyone,

 

We would like to announce the release of VisualGDB 3.0 for Android - a Visual Studio plugin that facilitates the development of native Android code, e.g. OpenGL games. Our plugin is more than just integration of Android NDK into Visual Studio - we also keep track of the known NDK bugs and provide workarounds for them.

 

You can read a step-by-step tutorial on setting up a simple NDK project with Visual Studio on this page.

And here is a tutorial on using VisualGDB to debug your existing vs-andorid projects.

 

If you have any questions or feedback regarding VisualGDB, please feel free to post them here.

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Can you tell my why I'd want to use Visual Studio instead of Eclipse?

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Hi,

For many guys out there it's just a question of preference: many Eclipse developers hate to move to Visual Studio and many guys used to Visual Studio hate Eclipse. Apart from that, Visual Studio debugger seems to be a bit more intuitive than Eclipse CDT. E.g. adding a simple watch variable with Eclipse just takes twice the time needed in Visual Studio: an extra click here, an additional step there... If you are used to Eclipse, you are probably used to doing those things, but many guys out there moving from Visual Studio find those extra steps quite distracting and productivity-impeding.

And what's most important, the entire Android NDK bundle is normally tested on Linux and if you want to run it on Windows, you're pretty much guaranteed to see a couple of cryptic messages here and there caused by version incompatibilities, path glitches, etc. Our Visual Studio plugin contains workarounds for most of the known problems Windows developers encounter with Android NDK, so it saves major time setting up a new project.

There are many flame wars on the Internet on the "Eclipse vs Visual Studio" topic and I surely don't want to start another one here. Essentially, if you are happy and satisfied with Eclipse, there is probably no advantage for you to move over to Visual Studio, but for many guys, companies and game studios used to Windows development our plugin offers a major productivity enhancement when they are moving to Linux or Android.

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Ooooo, this looks interesting. I hated developing native activity based apps in Eclipse (for many a reason). I'll have to give this a whirl!

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