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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 metorsummoner7

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  1. From now on the Daily Digital Painting series is CANCELED. Due to hardware failure. I will not be able to create any digital art that requires a stylus. That means I will have to paint with a mouse (not gonna happen). Use Photoshop's pen tool for EVERYTHING. Illustrator is not totally out of the question since I use mainly the mouse with its vectors. My path with digital art will be on hiatus until I can get my other stylus, borrow a tablet or stylus until I can mine or another one. My tablet...
  2. I do not like that I have my library of books. I could really use my art books and old sketch books right now. I can make it with out all my fancy supplies although it would be easier to work with. I'm fine working with the basics: laptop, tablet, wooden pen (which I carved), white and black india ink, news print drawing pad (9x12"), a cheap no. 2 Pencil (HB of course) and a cheap eraser ( compare to Sanford pink pearl lol). But I have to find art books in pdf, ok I have a few but I want cont...
  3. I got get my "Scary Monsters and Nice Sprites" fix on.
  4. If the phone rings here one more time, I tempted to answer with this: "This is Alfred, I'm sorry but Batman is unavailable to save Gotham City today"
  5. If your a smart phone, where is your stylus?
  6. From the album Game Content

  7. I forgot that I had made this post. I create pretty much instrumental and I created a few video game related tracks. Shortly after I asked that question I started using SoundCloud.
  8. [quote name='TheUnbeliever' timestamp='1320661918' post='4881347'] Firstly, a nitpick: just because you happen to have a single class per file doesn't mean that you want to send the flag between the files themselves. What you really want is a message to be passed between objects. For this, a convenient solution is the observer pattern, implemented in C# using delegates and events. On the other hand, I think this is massively overworked for what you're actually trying to do - I think you've got your class responsibilities confused. Why does the player know when it reaches the edge of the screen - why does it know about the screen at all? Have the logic update the player's position, and then test to see if the position is suitable and call 'background.Flip' (or whatever) if so. [/quote] The reason the player class needs to know where it place on the screen is because I set up collision detection to constrain the player to just the screen area. Also, the player class know about the screen is because I passed the values for the screen width and height from the main logic. Having those values let me offset the players sprite 128 pixels off of the vertical center to accommodate a hud.at the top of the screen. I don't think its all that massively worked since I have the files to organize my code instead of having a lot of data in one file. Since my background is broken down into 128 tiles over a 2D array wating for the update code. While my player class has an array that store 12 frames. 2 for animations in 4 directions and one frame for the players attack.
  9. Have three C# Class files one is for the player's sprite, another for the background, and one for the main logic. I want send a flag from the player's class file to the class file for my main logic. Then I want to send the flag from the main logic class file to the class for the background to update the background when the player reaches the edges of the screen. How would I do that?
  10. [quote name='Nypyren' timestamp='1307755454' post='4821937'] Can you post some code? There are a bunch of different things that might be causing it. The one I suspect off the top of my head is 'passing by value'. [/quote] Here's the code from the Background Class file: [code] // OverworldX and OverworldY // are supposed to pass the data from m_nOverworldX and m_nOverworldY // in the main class file public void Update(GameTime gameTime, int OverworldX, int OverworldY) { // m_nX and m_nY are the varriables // that manipulate the direction that the background scrolls in OverworldX = m_nX; OverworldY = m_nY; } void DrawOverworld(SpriteBatch spriteBatch) { for (int y = 0; y < 8; y++) { for (int x = 0; x < 16; x++) { int xx = x + m_nX; while (xx >= 1) { xx -= 1; } while (xx < 0) { xx += 1; } int yy = y + m_nY; while (yy >= 1) { yy -= 1; } while (yy < 0) { yy += 1; } spriteBatch.Draw(m_objTile[xx, yy], new Rectangle(x * m_nScreenWidth , y * m_nScreenHeight +128, m_nScreenWidth, m_nScreenHeight -128), Color.White); } } } [/code] Where I accessed OverworldX and OverworldY the main class file: [code] m_objBackground.Update(gameTime, m_nOverworldX, m_nOverworldY); // Heroheight and HeroWidth are equal to m_objHero int the link class [/code] This where I pass the player sprite height and location data to the main class file. [code] public void Update(GameTime gameTime, int HeroHeight, int HeroWidth, int HeroDirX, int HeroDirY) { // HeroHeight and HeroWidth pass the values for the m_objHero // height and width to the draw function in Game1's draw function. HeroHeight = m_objHero[m_nDirection * 3 + m_nFrame + m_nPlayerAttack].Width; HeroWidth = m_objHero[m_nDirection * 3 + m_nFrame + m_nPlayerAttack].Height; // sets HeroDirX and HeroDirY to m_nHeroDirX and HeroDirY // So those varibles can be accessed by the game1 class HeroDirX = m_nHeroDirX; HeroDirY = m_nHeroDirY; [/code] This is where it returns to: [code] m_objLink.Update(gameTime, m_nHeroWidth, m_nHeroHeight, m_nHeroDirX, m_nHeroDirY); [/code] This is the code that check to see if the player is at the edge of the play area. Its supposed to return a value for m_nOverworldX and m_nOverworldY. Then that valued is passed to the a background so that it can change in the direction that the player is heading in. [code] // when m_nHeroHeight is equal to window's height and with // Draw m_objhero on the tile next of the current one on screen if (m_nHeroWidth + m_nHeroDirX > Window.ClientBounds.Width) { m_nOverworldX++; } if (m_nHeroDirY == 0) { m_nOverworldX--; } if (m_nHeroHeight + m_nHeroDirY == Window.ClientBounds.Width) { m_nOverworldY++; } if (m_nHeroHeight == 128) { m_nOverworldY--; } } [/code] To be honest I'm just trying to pass the variable accross the class files.
  11. I'm currently working on a Zelda clone in C#. I'm currently stuck, I want the background tiles to scroll when the player reaches the end of the screen. However, when I pass my variables across the Class files, the background doesn't change and neither do the values of the variables I passed.
  12. What would you suggest as good digital portfolio for music?
  13. You might want to consider breaking your code down into a few more cpp and header files. You might be better off using Visual Studio Express, I think that would be a better IDE for you. Organize your code and build your project often while you code. Work with one thing at a time and make sure it works and complies before moving on to the next. thing.
  14. Unity

    [quote name='Bow_vernon' timestamp='1306999042' post='4818558'] The short answer is, Unity loads resources from an "Assets" folder, and automatically knows how to import the most common file formats (Maya, PSD, image formats & fonts) into a useable format for the engine. You don't have to load anything via script, and all of your "code" (including input & game logic) are handled through compiled C# scripts (or Javascript, if you're a masochist). [/quote] That is also true with UDK although I can't remember the name of the folder. I believe it is also called "Assets". If you do decide to use UDK, the content manager will prove it's self as useful when importing files.
  15. Why not use png images, so that you have the transparency if you need it.