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      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.

francoisdiy

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  1. Boy I need to play Mario Maker... I write games in order to try out new types of games. Very cool!
  2. You just described me and my projects! As with new ideas I do frequently develop new concepts because sometimes I want to play something different.
  3. I will build it one day... Actually, unlike the human powered helicopter this jet engine is partially powered by the sun! If I could successfully create it I could also possibly build the helicopter too since jet engines have great power to weight ratio.
  4. Hmm... no one can comprehend this... I will build it, though.
  5. I hate copyrights because if you have to same idea you can't make stuff. Copyrights are evil and so are the people who make them. Not idea is truely original and is built off of other ideas. This is a bully thing. Also fear negative people as they can cause you to lose interest in a project. I don't mind constructive criticism but not excessive negativity. Roaches scare me because they can get into my computer and damage it. They've doing it to x-boxes before so I keep the house extra clean and avoid letting dumpsters into the house. Liquid ass because it stinks and skunks as they naturally produce this nasty substance. Money is another fear I have because you actually need it and sometimes your hobby can turn into something to pay bills and stuff. This, of course, could make me lose interest in the project entirely because it becomes just about money.
  6. I am currently working on this game called the Trail Hogs where you ride a recumbent bike with bumpers and joust your fellow rivals, the Skidmarks named appropriately because they leave long skidmarks on the trails so you know they were there. Anyways, the bicycles of the Skidmarks are recumbent and similar to those of the Trail Hogs but there is one difference - the Skidmark bicycle has a jet engine on the back and one that is human powered! So how would this work? The pedals transfer power to a belt transmission where you tighten and loosen belts to either transfer power to the back wheel when starting or to transfer power to the compressor portion of the jet engine. So you would initially pedal to run the wheels and then when you're coasting you transfer power to the compressor. However, there is one huge problem - this won't produce any thrust. So what is a Skidmark rider to do? Well, this is where solar power comes in. The jet engine has a number of stacked Fresnel lenses on top on the elbow shaped jet engine that increasingly narrow and transfer solar energy to a point about an inch wide. (The whole structure looks like an upside down pyramid.) The structure is connected to a pipe which penetrates the jet engine's hot chamber and heats a copper pipe which is contained within perforated cylinder similar to the flame can of a turbojet. The only difference is that this container is in the middle of the hot chamber and there is no drive shaft going through it. (As mentioned before the compressor is completely human powered.) The idea is that the air is compressed rapidly by the compressor and then heated to a higher temperature where it expands and produces thrust! The faster the rider pedals the more air enter the hot chamber and the more thrust. In the game the purpose of this is to reach high speeds, like 30 - 50 mph with less effort. The Skidmarks compete with the Trail Hogs so they must upgrade their bikes quite a bit. What do you guys think? Would something like this be possible. I'm already starting to build a crazy bike like in the game. There is a visual to show you what the bike looks like: And of course my bike:
  7. Smash brothers rules but there's one games that just gets me not wanting to go to work - that's Super Mario 3's battle game. I especially like the one in Mario Allstars. When played with another person I can be on this until the other person gets tired and leaves!
  8. This may sound silly but a good way to learn to do pixel art is to use Mario Paint. That game has a stamp editor which lets you create 16x16 pixel sprites. I can literally sit for hours just making sprites and drawing things in the paint. So here's an idea... First create a profile in photoshop that is 16x16 pixels wide or 32x32 pixels - a stamp. Set up the grid to be 1x1 pixels and show the grid lines. Place guides at the centers of the square (both vertical and horizontal) and possible show the units in pixels at the edges of the drawing area. Now you got a good work space to start with. Let me know if this works out and good luck with your project and remember to have fun!
  9. You have to please the crowds. Sometimes the crowds like dumb things like Flappy Bird which is simple but dumb and repetitive. Look at Angry Birds and talk about repetitive game play. Release something different and more complex the crowds might not like it. It may not appeal to the crowds but that does not mean that the game is bad. I personally don't care crowds of people like my games. For me as long as even one other person likes it besides me that's good enough. I typically like to establish a fan base of 2 - 6 people. So basically as long as I like the game and another person likes it too I did a good job. Now for the issue of money... that's a stumper. I think that when you mix money with fun it takes to value from the game itself. For instance, I find more solace in playing the game myself and having people create levels for me and challenging a couple of others in the game itself. So creating games for fun is my thing and I don't care for the what the crowds think. On another note my project has gotten me a job so indirectly it make me money! He's da formula for making money on games: Ok, here I go. Get a notepad or something to write this down. 1. First off you need to find a popular game that people like. 2. Make a game just like that but add a few different things. 3. Say that you came up with it. 4. Harvest Moon. 5. A lot of this is luck at the end of the day. I suggest quit crying about lack of success and grab a couple of friends, make your game, and enjoy sharing the game with others. That's the way I'm taking it now. money = rent + utilities <- Do you really want to put so much effort into games for this? making games + sharing with friends = good time fun I found out that creating games is cool because I can create stuff of myself and friends. I love showing people that I communicate with my games and having them play the games and then listening to their opinions on the games and fixing them. Then most fun comes from challenging others in the game itself. Like, for example, creating a battle game and challenging a friend in it but then the friend not knowing what hidden easter eggs there are in the game and you knowing. Gaming is fun but I think maybe don't have unrealistic expectations and don't get upset if you don't make money on the game. Just realize that money is only good for living expenses and that a job will always be more stable than freelance. You also meet people at work and socialize. Not a terrible environment. I personally don't mind working but I do have fun writing games but not necessarily to pay my bills. Don't take life to seriously and have fun... like these guys... http://www.smwcentral.net
  10. Francois DIY is not a production type of maker. You are supposed to program games in it to play and share with others who use it. Kind of like Mario Maker. Francois DIY is kind of a sandbox where you can create new characters and test them. Was playing it last night with a couple of friends and we rocked it out! It just needs more content. Yeah, right now programming up some sprites and stuff. Trying to see how many different games I can some up with. Francois DIY is not for production but the competition doesn't bother me. Don't really think about that when I'm playing games or programming them. Some people do find this fun and it landed me into a small store selling CDs. Now getting into box art and posters. Francois DIY rules! Why not come join the party and make some levels!
  11. Because it's fun and give you more flexibility in what you can create. If my character needs to wall jump - no problem. Just program it in! If I just need a simple game of snakes and apples, no need for complex platforming physics. The engine itself does not do much. It just initializes the sprites, calls their process methods, takes care of background and sprite rendering, and provides an api for camera, collision detection, and warp handling. You can write almost any type of 2D games. Right now I am focusing on character programming in order to get more content into the app. And the fun thing is that you learn something! Some people might want to build a Francois DIY box for $150 or so. I built one, it's cool. And Francois DIY is not a game it's a tool to create games. I think it's beautiful and am excited about how it will evolve in the future. I rewrote the code base about 2 or 3 times and each time it gets better. I call it open source because the source is available to there is an intention to let people hack the system. I don't have to provide a license for that. Francois DIY does not work the way you think it might. I suggest looking through the source to see how I built the system.
  12. From the album Francois DIY - Make Your Own Games

    A market copy of the app.