• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

118 Neutral

About tcaudilllg

  • Rank
  1. Because, genius, you used window.onload, not image.onload.
  2. No, it does not happen with Chrome. Indeed, it didn't happen in Firefox 37... I know because up to 38.01 my game maker was working on it.   I'll bet it broke on 38.01.   ...Which really shouldn't have happened. They should have had something to test such basic, essential functionality.
  3. It's no longer working in Firefox.   https://bugzilla.mozilla.org/show_bug.cgi?id=1173716
  4. Tell you what I will do: I'll make an add-on system for Gamestar proper, that will permit Gamestar to be used as a vessel for tools. This might not seem like that big of a deal, but it would save a lot of memory compared to using separate apps with their own heap for the same purposes. I don't intend to open Gamestar's code though... rather, this system will read all HTML files from a given directory, and load them in with innerHTML. But they won't be active unless specified by the user. Also worth mentioning is that Gamestar can be styled: just make a file called Gamestar.css and put it in your directory. The element IDs are apparent in the source. Mozilla is making a big deal about Gamestar's reliance on innerHTML... they think it's a means for exploiting vulnerabilities in their own code. But it's essential to the rationale of making a game maker web app, because without the freedom of HTML 5 you really have nothing. I think that critical thinking should be considered: yes for some apps, made for use by hundreds of thousands or millions, there should be caution regarding innerHTML. But I really don't expect that tens of thousands of people will want to use Gamestar regularly. I really don't. Game dev is niche -- very niche -- and always will be. As such it is highly unlikely Gamestar's doubtlessly very intelligent users would fall prey to a scammer.
  5.     Well Gamestar runs in your browser. That is a big bonus in that you can restart it easily. I have a background in psychology and have applied it to make Gamestar "gel" easily with gamer minds. The interface isn't perfect but there is little I can do to improve it with HTML. It's also free, and will remain so. Games don't run in other browsers now but in a couple weeks I will release a new version that packages games as HTML pages that run independently of the development system. I would that it worked in other browsers, but only Firefox offers the saving/loading functionality that is so crucial to useability. Webkit's dominance has been a particular problem, elsewise I could have made it run in Opera. I've no plans to open the source at this time. But I'm not about to give up on it, either. 3D is in the works. The reason I don't want to open source it, is because 1) I don't want exploit versions floating around that I can't kill with a DMCA if it comes to that, and 2) I want to rethink the game making process from the ground up. Gamestar in its current state represents that questioning. Questioning is good and there should be more of it. Fun in particular is lacking in the design process -- game making is a chore -- and I implemented the real-time design feature with that in mind. I want Gamestar to be easy and fun to use and I want it to have a rock solid reputation for the same.
  6. I noticed people here, as elsewhere in the design community, have failed to give Gamestar the hearing it deserves. Let me assure you: this is the fastest, easiest system for making any type of 2D game. And if you lend me your support, I will enhance this system to be capable of producing Xenogears and Xenosaga-type games.
  7. Try this new HTML 5 game maker! It runs in Firefox as a restartless add-on. https://addons.mozilla.org/en-US/firefox/addon/gamestar-gcs/
  8. Yeah I guess not. I guess this series would just make the NRA grab onto their guns even tighter. The natural response of NRA affiliated persons to violence is to load their guns, after all. I thought it might make them stop and think, but I guess I misjudged their rationale for wanting guns. It's not just to defend against crazies... it's to defend against their critics as well.
  9. "NRA Assault" would be a series of games focused around fighting the NRA. One would be a RTS featuring two sides, the NRA vs vigilante gun control proponents. The other game would be a 3-D shooter in which the object is to assasinate key figures in the NRA. Players would have in their arsenal every weapon previously banned under the Assault Weapons Control Act. I'm not claiming ownership of this idea -- consider it released to the public domain -- but I'd like to see it implemented.
  10. That's really amazing! I agree that this is the way to go. Do you have any other plans for this?
  11. Try out my Gamestar game creator. I think it does what you want. Let me know what you think. [url="http://rpgdx.net/showgame.php?project_id=423"]http://rpgdx.net/sho...?project_id=423[/url] You may need a custom client to run the game though. I could make that for you. The map-lineup bit would need a specifc design. You'd want to make it "region" based, where the region could be a set of maps or all the maps.
  12. Why does the OP want to know?
  13. No comment?