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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.

fruki

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  1.   Wait, what?   So what does the vx and vy arrays represent? I thought that was the vertices in screen coordinates.
  2. Hi guys,   Does anybody know what the texture_dx and texture_dy mean in the texturedPolygon function in SDL2_gfx framework?   The description is really cryptic for me.   Thanks.
  3. No idea (I don't have a mac). Have you tried this? http://lazyfoo.net/tutorials/SDL/01_hello_SDL/index.php
  4. http://dataorientedprogramming.com   - compilation of DOD articles and videos
  5. https://www.udacity.com/course/cs291   One of the guys from the Real Time Rendering book did these videos, just exactly what you need to understand all the theory while programming, and FREE.
  6. Well the keyboard is from a Mac for sure...
  7. [quote name='Shippou' timestamp='1345368082' post='4971048'] Since some folks don't know international law, L'll leave this link here ... this law gives England legal authority to dissolve diplomatic immunity, and go into the embassy . "" Diplomatic and Consular Premises Act of 1987 "" [url="https://www.google.com/search?q=Diplomatic+and+Consular+Premises+Act+of+1987"]https://www.google.c...ses Act of 1987[/url] [/quote] And will be the first time in history that the Vienna convention will be broken. Very bad press for UK.
  8. [quote name='Amadeus H' timestamp='1345122728' post='4970151'] Here in Sweden we're pretty convinced he should be put on trial for rape. He's got nothing to hide... right? [/quote] USA should let him do the same and release all the information he has, they have nothing to hide... right? ;)
  9. C++ ftw. Then you will understand Java and dominate C#.
  10. [quote name='WorldPlanter' timestamp='1342243850' post='4959001'] They're typically called heatmaps. Halo is pretty well known for doing these. [/quote] Thank you, it was what I was looking for
  11. Some time ago I saw a video where a tool was used to test the flow of each team in multiplayer maps giving information about bottlenecks, etc. I cannot find any information about this topic in the web so I guess I better ask the community. The video *I think* was from UDK, but failed to find it again. It showed a map top view and each team as a flow of different colors. around the map. This is a mockup of what I remember: [url="http://imageshack.us/photo/my-images/842/mapflow.png/"][img]http://img842.imageshack.us/img842/8149/mapflow.png[/img][/url] Does anybody know what I'm talking about? Thanks.
  12. Trying to avoid the flame war going on here: Flixel and Actionscript. I'm a very hardcore C++ programmer (I'm working in the industry for about a month with 8 years of indie game development) and in all that time the only moment where I went "what the fuck" was when I was using Flixel and Actionscript. It was a marvellous moment of joy to see in a week of work a game I could show everyone. In C++, Java, etc you are going to find yourself fighting the game mechanics AND the language, libraries, compilers, etc. With Flixel and Actionscript you are going to get going like a champ in no time. Learn the basics, classes, accessors everything and at the same time make a game fun and fast. For me the motivation is key and specially at the beginning so I'm recommending it to all new people to programming. Also try to make a pong or something along these lines to get going. If you think it's aiming too low, then it shouldn't take you more than a week shouldn't it? ;) And after that you can try new things. That said, XNA and C# is fast too, Unity 3D is also kind of good for experimentation although I wouldn't recommend it because it has no real practical use in a professional career. After your first game, review the technology and try different things.
  13. [quote name='jwezorek' timestamp='1338912838' post='4946493'] I suffer from pretty severe carpal tunnel syndrome that comes in bouts at unpredictable times. When it's bad I basically lose fine motor control in my right hand for a while which is a problem given that programming is my job. But, anyway, I agree with Kseh above. The thing to do is learn how to program without using a mouse. I find typing with your non-dominant hand is not as difficult as using a mouse with your non-dominant hand. Obviously you can't type as fast but you can get things done. [/quote] I hope you use wrist pads for that or it will just get worse until you lose the hand completely. Also DON'T lay the fore arm on the edge of the table! This is what will get you into the carpal syndrome in the first place! I broke my wrist (on a not-so-manly manner when attempting ice-skating for the first time) less than 2 months ago and I totally agree with the people that say that its more thinking than writing. I finally was able to finish my FYP on time, had surgery, go through physical therapy (which I still do) and actually got my first job in the game industry WHILE coding with one hand. My approach was: more planning less writing. It worked marvels. Sure you are going to see a huge impact on the productivity, but that just means you will have to compensate with more design. I would usually "draw" (yeah horrible drawings but its not for art class) everything out before, and make sure not to code anything I wasn't sure of. Start with the no-brainers and escalate from there. The ideas is to avoid re-writing code as much as possible. I was in your place and started thinking in special keyboards, or learning to write with one hand, but at the end, its just a matter of writing it as fast as possible, so all of this is just going to add up to your learning (buying?) time to an already short time frame. So do like I did and just write it, if you have to use just one finger, look at the keyboard, whatever just do it. At the end I got pretty fast.