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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.

Idov

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  1. Hi, I want to build a multiplayer (2-3 players) mobile game. I'd like to know what is the most common architecture for this kind of games: 1. P2P : Players mobile devices communicate without a server's help. 2. Server-Client: Clients do not communicate directly with each other, but send each move they do to the server. How do most mobile games do it? thanks
  2. Ok, but don't I need to make sure that player 2 received that message? (I read that multiplayer games usually use UDP and not TCP...)
  3. Hi, I want to develop a mobile multiplayer game. (P2P - clients will communicate directly). There won't be much data sent from one player to the other, but when there will, I'd like the change to appear in the devices at exactly the same time.   If player 1 presses a button, I thought  to change his game state only after player 2 received and confirmed that he received the data, but then player 2's will be updated before player 1's... Is there a way to get the state to change at exactly the same time? Thanks! 
  4. Hi, I want to develop a game for mobile phones. I'd like the user to be able to touch and drag the character around. My question is: Is there a optimal size for the sprite? I'd lik it to be as small as possible but also big enough so it won't be a problem to drag it. thanks :)
  5. Ok, but I'm doing some research now so I'll know what I can and can't do. :)
  6. It's supposed to be a normal strategy game with some extra features... for example the player would be able to build a bridge in order to mobilize its units to areas it couldn't access without it. I'd like the AI to know that unless the user shows signs of building that bridge, it won't build up it defences in that area or if the user shows interest in some region, the AI will be ready for him.
  7. what do you mean by "game design"?
  8. Hi! I'm thinking of developing some kind of a strategy game which will learn how the player plays as the time goes by. It will probably have to consider a lot of variables in order to reach his best move each time and win. But i'm a little confused about which learning method I should choose... which would you recommend? thanks! :)  
  9. Hi! I'm thinking of writing a game for iPhone/android and  I have some questions: I read that there are a few game engines that help develop games quickly. Shoud I use them or try to develop a game from scretch? Is there an engine that you would recommend? I'm thinking of a game in which the user "looks down" on the characters like in "Fallout", "Red Alert", "Dune" etc. Is it considered a 3D or a 2D game? thanks :)        
  10. Hi, I tried using Waitable Timers like in this example: http://msdn.microsoft.com/en-us/library/ms687008.aspx But it seems that the event is signaled only after 1 milisecond and after not the time I specified... I tried using:    double timeoutMicro = 400;     liDueTime.QuadPart =  -1 * timeoutMicro * 10;  
  11. @Hodgman & galop1n: I'm trying to sample another process (memory, stack, etc) and I'm checking the boundaries of what I can and cannot do (without using all the resources of the computer). :)  
  12.  VildNinja:   I'm using QueryPerformanceCounter in order to measure time in a higher resolution. :) CornStalks:   I just tried using Sleep(0). It didn't have any effect :/ Frob: I will sure try it, but how is it possible? I've always been told that windows is not a RT system and it can't wait for periods shorter than 1 ms... Is it wrong?  
  13. Ok, thanks! But as far as I understand Sleep(0), SwitchToThread, etc. will only switch to another thread if there is another thread waiting to use the CPU, but if there isn't one - it won't do anything.   I will try to use it, but what do you say about using functions such as printf() that uses the IO devices and not the CPU in order to achieve my goal? 
  14. Hi! I want to measure a very small period of time ( let's say 0.2 ms). In order to do this, I'm using busy loop which checks whether or not we waited in the busy loop for the requested time like this:   double startTime = MeasureTime(); double endTime = MeasureTime(); while (endTime - startTime < timeToWait) {      endTime = MeasureTime(); }     I'd like to use some functions which don't use much CPU in that loop in order to ease the CPU load. which functions should I use?   thanks :)