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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.

Instruo

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  1. I use [url="http://www.accuwebhosting.com/windows-webhosting.htm"]Accuweb[/url] for my VPS (though, they do shared hosting as well) and I've been nothing but pleased. The pricing is reasonable and the support is the best I've ever received when working with an IT company.
  2. While this isn't directly related to game development, I figured that since this is the forum I frequent the most, I'd toss a little announcement out here for a project I just got to a published state. Specifically, this applies to you if you play Online Franchise mode in Madden 11 and use an Android device. Just search the marketplace for "Online Franchise" and you'll find it. There's a lite, ad supported version as well as a more full-featured (with more features on the horizon), ad free version for $0.99. Thanks and enjoy!
  3. I have updated the project and have released version 1.1 to CodePlex. Thanks and let me know what else I can do to improve!
  4. This is an excellent suggestion, thanks! I'll look into it and see about adding this functionality, so that either option is available
  5. The only downside I've personally found would be when you need to implement a different base class that you don't have access to (DrawableGameComponent, for example). Since you obviously can't make DrawableGameComponent inherit from DependencyObject, it becomes a bit of an annoyance (though, not one that can't be overcome, just not as cleanly). I personally quite like the DependencyObject/Property approach because of it's flexibility. Out of curiosity, what approach would you find "more functional"?
  6. Earlier this week I got tired of not having a good (i.e. Silverlight-esq) mechanism for doing generalized animation in XNA. As such, I started a project for doing Storyboard animation using XNA which I just added to CodePlex. http://xnastoryboard.codeplex.com Feel free to give it a try and let me know any feedback on how I can make it more useful. Thanks!
  7. Pretty sure that pothb was refering to screen shots of the source code, not the source code itself ;)
  8. Yes, indeed. I would strongly suggest using a generic list instead. You can even nest them like you're saying, so you could do: List< List<object> > listOfObjectLists = new List< List<object> >(); You'll find Add, Remove, and all sorts of other helpful methods there.
  9. Does she teach MIS as the school I attended, by chance...? I swear, so much misinformation from my teachers... anyway. Your int is 4 bytes, as you expected. Char is 1 byte per, so char(5) would be 5 bytes. Changing things to bits doesn't change anything, since it then becomes 32 and 40 :) I'm not sure where exactly she'd be getting 6*4 or 6*2... In any case, if you're capping out at 5 digits anyway, a smallint would technically be your best option at 2 bytes :)
  10. Its been a while since I've done any WinForms programming, but I believe you should find a ShowModal method that will do what you're after.
  11. Quote:- silverlight - I looked on "Getting started" and I was scared - lots of tools, plugins (maybe it's advantage?) until first program, but the main disadvantage is only windows supported and it has to be fitted with server based job, but it can be written for example in c++ (c++ does job only on database) Just thought I'd clear a few things up in this statement for you. Quote:is only windows supported Are you meaning as far as the development environment is concerned? Because Silverlight itself will run on PC and Mac in multiple browsers and, in a limited capacity, on Linux as well with Moonlight. Quote:it has to be fitted with server based job I'm not sure what exactly you mean here? Quote:but it can be written for example in c++ (c++ does job only on database) Not sure what you mean here, exactly. Silverlight itself is largely coded in C# and has the ability to use traditional webservice, WCF services (though, only with certain protocols), as well as using sockets (which would give you the ability to build your server using whatever technology you like) Anyway, not saying that its the only option by any means, just the one I personally recommend and thought I'd clear some thing up. :)
  12. I had this very thing happen to me :( I always used to play Tribes/CS/etc using inverted mouse, couldn't deal with it otherwise. Then I got into Jumpage for a while, which didn't have an option to invert :( Definitely made things difficult for me and, after my Jumpgate experience, I tried playing Tribes again and neither way felt right. In the end, I just had to force myself to pick one, and non-inverted was the closest to natural at that point so I went with it!
  13. Quote:Original post by MJP Quote:Original post by Instruo Quote:3. You'll want to test your game early and often on the 360. It's easier than you think to run into performance issues and other limitations. If you have to change your game because of these things, it's a lot better to do it early on then right at the end. However you'll probably want to most of your development on the PC so that you can use Edit & Continue, and also so that you don't have to wait for a deploy every time you run the game. I suggest getting a wired Xbox 360 controller that you can plug into your PC. Another alternative, if you're already using wireless controllers on your 360, would be the Wireless Gaming Receiver. I use it (for XNA development and for using console emulators and the like) and it works great. Yeah I have one too and it's great, but unfortunately they discontinued it. Amazon has a few sellers hawking it for $55+. [sad] Oh, wow. That's ultra lame :( Will have to be extra careful with mine then!
  14. Quote:3. You'll want to test your game early and often on the 360. It's easier than you think to run into performance issues and other limitations. If you have to change your game because of these things, it's a lot better to do it early on then right at the end. However you'll probably want to most of your development on the PC so that you can use Edit & Continue, and also so that you don't have to wait for a deploy every time you run the game. I suggest getting a wired Xbox 360 controller that you can plug into your PC. Another alternative, if you're already using wireless controllers on your 360, would be the Wireless Gaming Receiver. I use it (for XNA development and for using console emulators and the like) and it works great.
  15. I use XP Dev for my SVN hosting. I know it does some of the other features you've mentioned, but I haven't messed with them much.