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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.

Serapth

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  1. If you are text only, you will have very little requirement for most game math, although you could still require some finite math for odds, probability, statistics, etc.   For basic 2D gamedev math, I did a tutorial covering/demoing several popular requirements ( http://www.gamefromscratch.com/page/Game-Development-Math-Recipes.aspx ) such as shooting, turning, aiming, collisions, etc.
  2. As far as I know Slick is dead. LibGDX is an excellent framework though.
  3. I put together a guide specifically for parents looking to get their kid started in game development.   That said, it was written for a younger age.  13 is an age where the kid should be more of a self starter, and certainly needs less hand holding.  I guess what I mean by that is I recommend the same starting point for a 13 year old that I do for a 31 year old.   Now if you child has shown little interest beyond actual gaming, it could be kind of tricky.  If the interest in making games (vastly different than playing them), you really can't change that.  However if there is genuine interest, there are a few different routes he could show interest in.  Programming, art and design.  Depending which he is most interested in, I have different recommendations.  For a design, go with a more high level hands on visual tool, be it Construct2, GameMaker, Stencyl or even Unity.  For a programmer I'd start with a lower level language combination.  My personal recommendation for someone with zero prior coding language is the Lua/Love combination but there are plenty of solid options here.  If he is of a more artistic bent, thats pretty much a completely different discipline.  As a Student, he has full access to a full suite of applications from Autodesk completely free.  Or of course there is the open source Blender.
  4. If you googled LibGDX tutorials, there's a pretty good chance you've found my series.   Truth of the matter is, other than the getting started process ( which has gotten a great deal easier ), the library hasn't really changed much since I wrote those tutorials.  Mature frameworks (LibGDX, XNA, SDL, SFML) tend to be this way, with a very stable API.  So even though the tutorials are a couple of years old, they are certainly not out of date.  That said, the video series is about a year newer.   There have of course been changes over the years, but the community has been AWESOME in this regard.  For each tutorial section you read, or video you watch, be sure to check the comments below.  If the API has changed you will almost always see a comment explaining what changed and how to work around it.   If you have a specific question though, fire away.  LibGDX is a great framework, stick with it.
  5. I've done a few tutorials on this subject you might find handy.  Personally I use a tool called TexturePacker most of the time for my own work, it's got a free version available.     Creating a Walk Cycle Spritesheet in Under 15 minutes -- Mixamo Fuse + TexturePacker + Blender   Spritesheets in Cocos2d-x  -- TexturePacker Again   Spritesheet using Daz and GIMP -- Um, Daz3d and GIMP   Flipbook Spritesheet in Unreal Engine   Defold Engine Spritesheets     At the end of the day it really comes down to your engine.  I do however recommend you check out TexturePacker, although there are several alternatives available.  
  6. I am not a C::B user but I'm willing to bet the reason you are crashing outside of the IDE but not inside of it is because of resource paths.  Codeblocks may be implicitly defining the current working directory and that's where youre code is running relative to.  Outside of the IDE this value will be different, generally the location of your executable.
  7. I did a hands on with Spine article a few months back and showed how to use the results in a LibGDX game.  Spine has runtimes for many of the most popular game engines.   If Spine aint your thing, there is also Spriter, Creature and the free Dragonbones package.  You could roll your own solution but that seems to me a bad use of time and a classic example of NIHS.
  8.   I've done a comprehensive Godot tutorial series that should get you started.   http://www.gamefromscratch.com/page/Godot-Game-Engine-tutorial-series.aspx   While I'm not a huge fan of starting with Python (for reasons given above and others), I do think Godot and GDScript are a great choice.     Wow, thank you :) ! Is your Tutorial based for real beginners in programming, or begnners in Godot?     New to Godot, but it should be fairly accesible to new developers once you've got the basics of Python or another similar language down.
  9.   I've done a comprehensive Godot tutorial series that should get you started.   http://www.gamefromscratch.com/page/Godot-Game-Engine-tutorial-series.aspx   While I'm not a huge fan of starting with Python (for reasons given above and others), I do think Godot and GDScript are a great choice.
  10. The example code is in JavaScript, but my GameDev Math series covers this and more.  Specifically rotating to face another object.  Grok the basics first, then move on to more elegant solutions later.
  11. Ahoy's History of Video Games is a great video on the subject.
  12. When I started out, there was almost no material to work from.  This is a double edged sword, as it encouraged experimentation and hands-on time is required to learn anything.  You can't just read about something, you need to do it, multiple times in fact.  On the other hand, things were also needlessly difficult to learn as a result of missing material.   Thank the dogs for people like Michael Abrash that started publishing books on an otherwise arcane subject!
  13. I've done a massive multi-part Blender text based tutorial series that will teach you everything you need to know to get started with Blender, starting from 0 experience.   If text isn't your thing, I also [did a video series](http://www.gamefromscratch.com/page/www.gamefromscratch.com/page/Blender-an-Hour-at-a-Time-A-Blender-Video-Tutorial-Series.aspx) that teaches Blender in 5 1 hour chunks.   Otherwise stick with it.  It's daunting at first, but not as bad as people say.
  14. Funny, after the last two comments, I guess I'm playing devils advocate.  In my many years as a professional programmer, I can't say there are many "real world" (AKA, not Brainf*ck) programming languages that are popular while being truly awful.  Frankly there are two, IMHO. Objective C PHP PHP rose to prominence simply because it was free and part of a free stack of technologies (LAMP) at a time when alternatives like Coldfusion, JSP and ASP.NET, could have thousands of dollar price tags.  PHP wasn't popular because it was good, simply because it was free.  Now years later it only exists because of the massive amount of legacy code that has been written on top of PHP due to it's early traction.  Point blank, it's still a terrible programming language.   In this day and age, there are so many good free options that are also powered by good or mostly good programming languages.  Node/JavaScript are strong front runners, Ruby was super popular with Rails, although Node really bit into that developer base.  Simply put, there are so many better choices to start with today than PHP... please, just dont.
  15. Consider checking out the Godot Engine.  I reviewed it a while back, as well as an updated video when version 2.0 was released.  It's an open source, C++ powered 2D/3D game engine with a full editing environment.  It is certainly worth checking out.   Why do I suggest Godot over UE4?  Simplicity, open source, being more generalized (UE4 can be used for a lot of things, but at it's heart it's very much a level based FPS engine).  There is nothing wrong with UE4, but for a single developer it's often massive over kill, and you've effectively got to learn the meta language they have layered on top of C++.  Of course, it's a perfectly acceptable option, just realize it's a pretty massive undertaking.