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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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AzureBlaze

Intellua - a Lua Editor with auto-complete support

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Recently my Lua scripts started to get out of hand because I'm adding more and more common utility functions and custom Lua classes. Remembering function signatures became more difficult and using classes without auto-complete is pure pain. I decided to improve my original Lua editor (was designed originally only to auto-complete APIs exposed from my game), and I think more people could benefit from it. I present Intellua:

 

example.png

 

Intellua is a open source (although the code is still messy and undocumented now so it is not recommended to look at it now.) C# project base on scintilla and scintillaNET that provides auto-complete via static code analysis.

 

Features are:

  • Auto-completion and brief document for functions, variables, class and class members.
  • Game APIs and classes can be documented with Doxygen and import into Intellua (specifically designed for those binded by luabind, but others might also apply)
  • Lua functions and classes can be declared and documented with special lua comments.
  • Object type deduction through assignments and function return type.
  • Manually assigning type for objects.
  • Independent from execution environment.

Most other Lua editors seems to support auto-complete via dynamically inspecting tables. From my past experience (might be wrong since years has past and it could improve.) the result might be messy(unneeded private stuff appears) or inacurrate(inherited members through meta-table missing). By using static analysis Intellua believe a object is what you told Intellua it is, this gives more control over the result.

 

Here's a demo of writing and using a simple class in Intellua

[media]https://www.youtube.com/watch?v=2P6InmZDry8[/media]

 

The Intellua project is hosted at http://code.google.com/p/intellua/

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