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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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  1. I know this post is over a month old but it asks a pertinent question regarding the performance of different 2D rendering methods. The best discussion of this on Android I've come across is Chris Pruett's 2010 Google IO talk. You can watch it here: [url="http://www.youtube.com/watch?v=7-62tRHLcHk"]http://www.youtube.com/watch?v=7-62tRHLcHk[/url] It's well worth the entire hour of your time if you're new to Android game development.
  2. That's one way to do it. Don't fall into the trap of thinking that there's only one way to do something. Do whatever fits your own design and goals. It's easy when starting out to look for that silver bullet resource which tells you exactly how to do something. I'll tell you for free, it doesn't exist [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]. Another way to use a Thread would be to use a SurfaceHolder inside the class which extends SurfaceView and Runnable. This now lets you entirely contain the game loop inside the RenderingView class, whilst also being a bit easier to understand than the tutorial you posted. The next step is to decide if Canvas is good enough for your needs or if you should move to OpenGL. The framework I'm current'y writing for myself is OpenGL 2.0 based and has the Android UI thread, a game logic thread and a rendering thread. Once I'm happy enough with the basics I can throw it on BitBucket and you can see how I am doing that. So, [code] public class Game extends Activity { RenderingView renderingView; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); renderingView = new RenderingView(this); setContentView(renderingView); } public void onResume() { super.onResume(); renderingView.resume(); } public void onPause() { super.onPause(); renderingView().pause(); } } public class RenderingView extends SurfaceView implements Runnable { Thread thread = null; SurfaceHolder holder; volatile boolean running = false; public RenderingView(Context context) { super(context); holder = getHolder(); } public void resume() { running = true; thread = new Thread(this); thread.start(); } public void run() { while (running) { if (!holder.getSurface().isValid()) continue; Canvas canvas = holder.lockCanvas(); // Use canvas to draw things here holder.unlockCanvasAndPost(canvas); } } public void pause() { running = false; while (true) { try { thread.join(); } catch (InterruptedException e) { // wait } } } } [/code]
  3. Google have some statistics on their developer pages which you may find useful. This page shows the breakdown of Android versions being used to access Google Play. [url="http://developer.android.com/resources/dashboard/platform-versions.html"]http://developer.android.com/resources/dashboard/platform-versions.html[/url] You can see from this that versions 2.1 and below already only account for less than 7% of the devices in the wild. However, the decision on which versions the app will support will be based on whoever you're going to be working for, but for new developments it makes little sense to target versions older than 2.2 as lots of performance improvements and features (such as JIT and OpenGL ES 2.0) were added in version 2.2.
  4. I think what you're looking for is a concept in the Android SDK known as Fragments. You can find a full explanation of these here: [url="http://developer.android.com/guide/topics/fundamentals/fragments.html"]http://developer.android.com/guide/topics/fundamentals/fragments.html[/url]
  5. Hi, I'm beginning to write a translator for Maya 8.5 in Python but am having an issue. I'm trying to add an enum attribute to the currently selected node and it seems to work fine until I open the attribute editor. This causes the script editor to output that it cannot create the UI element for my enum. Does anyone have any ideas what causes this? Thanks.