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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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About pizzafan

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  1. Hi,   I'm quite interested in any of the RPG maker (preferably the latest).   Thanks.
  2. hi,   you might also consider including a big SSD hard drive, because those 2.5" hard drives are really slower than the desktop ones... and it might get frustrating on big development projects   (by the way, if I were you, I would pick a great desktop gaming computer for about 1200$ which would stay at home, and a decent laptop for game development for about 800$, and use some sort of cloud or vnc to syncronize development projects... or even an external usb hard drive ? ...but maybe I'm too stingy to buy a 2000$ laptop which will lost half its value each year ? )   anyway, don't forget that you might want to save money for unity licensing and graphic & audio resources (unless you do all by yourself or find a team).
  3. hi,   I'm rather new to SFML, but as I'm not sure of what the RenderWindow::clear() function does, I would rather use glClear(COLOR_BUFFER_BIT) in your Game::render() function. Or maybe put the RenderWindow::pushGLStates() before the RenderWindow::clear() ?   Hope it helps.
  4. I lacked time this week, but I managed somehow to design a simple GUI system :typedef void(*guiFunction)(void);typedef void(*guiFunctionKeycode)(char);typedef void(*guiFunctionObject)(guiObject&);class guiObject{public: guiObject(); virtual ~guiObject(); bool initialize(Game& g); void event(const sf::Event& ev); virtual void draw(sf::RenderWindow& dest) = 0; virtual void update(double dt) = 0; static void default_function(); static void default_functionKeycode(char code); static void default_functionObject(guiObject& obj); guiFunction onMouseOver = default_function; guiFunction onMouseNotOver = default_function; guiFunction onLeftClick = default_function; guiFunction onLeftHold = default_function; guiFunction onLeftRelease = default_function; guiFunction onRightClick = default_function; guiFunction onRightHold = default_function; guiFunction onRightRelease = default_function; guiFunctionKeycode onKeyPressed = default_functionKeycode; guiFunctionKeycode onKeyReleased = default_functionKeycode; guiFunctionObject onDrag = default_functionObject; // visibility bool isVisible(); void show(); void hide(); // focus bool getFocus(); void setFocus(bool f); // selection bool isSelected(); void select(); void unselect(); // position (origin is the center of the screen) void setPosition(const sf::Vector2f& p); void setPosition(float x, float y); sf::Vector2f getPosition(); // bounds void setLimits(sf::FloatRect& box); sf::FloatRect& getLimits(); // size void setSize(sf::Vector2f& sz); void setSize(float w, float h); sf::Vector2f& getSize(); // manual resize void setResizeable(bool enabled); bool isResizeable(); // drag n'drop void setDragable(bool enabled); bool isDragable(); void setDragArea(sf::FloatRect& d); sf::FloatRect& getDragArea();};class GUI{private: Game *_game; bool _mouseShown = true; std::vector _object;public: GUI(); ~GUI(); bool initialize(Game& g); std::vector& getObject(); void push(guiObject *obj); void pop(); void showMouse(); void hideMouse(); void event(const sf::Event& ev); void draw(sf::RenderWindow& dest); void update(double dt);}; Now that it works, I can focus on the tilemap generator.
  5. Hello everyone, As I haven't coded for quite a long time, I'm starting a simple project. It will be a 2d turn based horror/hunting game, with an "Aliens"-like ambiance, with some roguelike-ish elements. I'll be using Code::Blocks for the C++ coding, Paint.net for the graphics, and Audacity for the sounds & music. Though I'm using Windows, I'll try to make it portable to Linux and MacOS. And I'd go for SFML this time. It seems bug free enough, and there's a project to port it to iOS and Android, which could become useful later. I will try to update this journal once a week, and I'd do my best to keep things simple.
  6. Hi,   I voted for the second one, because it's easier and takes less time to code.   To be honest, if it is for a complex game, I'd go for an event-driven solution, sending the actions to the objects via an event manager when an input event is detected.
  7. It was a text aventure game in basic too, on an apple II.   It was a lot inspired by the "A thrilling fantasy adventure in which YOU are the hero" books I was reading (I was 7yo).