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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.

Kirkula

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  1. oh man, what a dope I am! lol, thanks matt!
  2. Instead of "playing" the video games, try analyzing them. Look at them like a programmer, like you would any other program. Think about how every frame would be coded, for instance, say you're making asteroids. Think down to just one frame. You have the ship in the middle, the asteroids flying around, the score and lives at the top. There you go, you have a few objects already. Now unpause that, and you have animation. Well, all that is is just a continuous loop that has changes in every iteration, depending on what happens in the game. You also have the controller, so there's input to worry about. And, of course, the screen, so you have to draw to that. When you destroy an asteroid, they would split or be destroyed, and your score would go up. Destroy them all, and you get to the next level, or new frame/scene. When you die, your lives would be reduced by one, and when you run out of lives, the game loop ends. You can either restart it, or close it all together. So basically, you just have to scrutinize every aspect of a game. Think about it like a programmer, not a gamer, and you should be all set. I'm sure there are plenty of books on the subject as well. Have fun!
  3. Hah, I like how UDK is free for schools to use, but it's 2500 a year for a business to use to train safety to it's employees...lol
  4. I don't see why there's a need to "switch" to a language from another one. From my limited knowledge, it's my understanding that once you've mastered a lower level language such as C++, you're able to accomplish MUCH more than you ever can from higher ones, such as C# or Java (which both require virtualization) Instead of "switching" you should be "adding". The good thing about Java is that almost EVERYONE has the JVM, so programming in that will mean almost everyone will be able to run your programming. Also, you don't have to worry about optimization for every machine on the market. The bad thing is, being it's a higher level language, it will run slower, and you have less control over what the program can do. The good thing about C# is that, with XNA, you can make games for the XBox. The bad thing is the craziness you have to deal with when trying to monetize said game. From what I understand, it's friggin nuts trying to deal with them. With java, you can make games and sell them on countless websites, even Steam. Then again, you can do the same with C#, I would imagine. The moral is, don't SWITCH your language...add to your repertoire! Don't stop using C++ while you learn other languages, continue keeping it fresh in your mind and fingers, and when you start to feel like you've brought yourself up to par with your knowledge in another language as compared to your knowledge in C++, either learn more in C++, or add another language! From what I understand, every language can do everything, but some languages do some things better than others. If you know all these languages, you'll know what's good for what, and what you should avoid using for such and such!
  5. So I've read a good bit of a couple of books on Java. Java: The Complete Reference 8th edition by oracle press, and Java: How to Program 8th edition by Deitel. Mind you, I never finished either book, only halfway through each, so maybe that's why I can't figure this out. Or perhaps I'm just being a complete retard that's been working all day on his first real class and has brain freeze, lol. So anyway, here's the code: [source lang="java"]import java.util.Random; public class Planet { private Random rand; private double mass; private double xPos, yPos; private double xVel, yVel; /** constructors */ Planet(){ setMass(); setPos(); setVelocity(); } Planet(double m){ mass = m; setPos(); setVelocity(); } Planet(double x, double y){ setMass(); xPos = x; yPos = y; setVelocity(); } Planet(double x, double y, double m){ mass = m; xPos = x; yPos = y; setVelocity(); } Planet(double x, double y, double i, double j, double m){ mass = m; xPos = x; yPos = y; xVel = i; yVel = j; } /** returns distance from calling object * * @param x is the xPos of the calling object * @param y is the yPos of the calling object */ double distance(double x, double y){ double distX = Math.abs(xPos - x); double distY = Math.abs(yPos - y); return Math.sqrt(distX * distX + distY * distY); } /** returns unit-length x vector pointing from this to calling object * * @param x is the xPos of calling object * @param dist is the value returned from distance() */ double dirX(double x, double dist){ return (x - xPos) / dist; } /** returns unit-length y vector pointing from this to calling object * * @param y is the yPos of calling object * @param dist is the value returned from distance() */ double dirY(double y, double dist){ return (y - yPos) / dist; } /** calculates acceleration scalar for calling object * * @param m is the mass of the calling object * @param dist is the value returned from distance() */ double accelScalar(double m, double dist){ return (6.674e-11 * m) / (dist * dist); } /** translates this object on XY plane. * should be called before accelerate. */ void translate(){ xPos += xVel; yPos += yVel; } /** determines delta V for calling object. * should be called after translate. * * @param as is the value returned from accelScalar() * @param dX is the value returned from dirX() * @param dY is the value returned from dirY() */ void accelerate(double as, double dX, double dY){ xVel += as * dX; yVel += as * dY; } void setMass(){ double d = rand.nextDouble() * 10.0; int e = (Math.abs(rand.nextInt()) % 6) + 22; setMass(d, e); } void setMass(double d, int e){ mass = Math.pow(d, e); } void setPos(){ int w = 800; int h = 600; double x = rand.nextDouble() * w; double y = rand.nextDouble() * h; setPos(x, y); } void setPos(double x, double y){ xPos = x; yPos = y; } void setVelocity(){ double x = rand.nextDouble() * 50000.0; double y = rand.nextDouble() * 50000.0; setVelocity(x, y); } void setVelocity(double x, double y){ xVel = x; yVel = y; } double[] getPos(){ double[] pos = {xPos, yPos}; return pos; } double[] getVelocity(){ double[] vel = {xVel, yVel}; return vel; } double getXPos(){ return xPos; } double getYpos(){ return yPos; } double getXVelocity(){ return xVel; } double getYVelocity(){ return yVel; } public String toString(){ return "X: " + xPos + "\tY: " + yPos; } } [/source] I'm getting a NullPointerException argument at line 129, the setMass() method. It works perfectly fine when I build the object using the full set of constructor arguments. Can anyone tell me where my problem is?
  6. Wow, I never expected this kind of feedback, nor this much. Thanks everyone for helping me along my path :-D.
  7. This type of control is nothing new, really. In many older games like this, most of the time you would control in 1 of 2 ways: 1) the way you were suggesting, with W = Accelerate, A = CounterClockwise, S = Decelerate/Reverse, D = ClockWise. 2) W = Up, A = Left, S = Down, D = Right. Either way is just as good, depends on the end user I suppose (I was always partial to type 1 myself). Type 1 may take a bit longer to get used to, but it will be more impressive with the idea of changing speeds and the ability of reverse, instead of just up, down, left, right. Map rotation would be nice, but I don't think it suites top down views, might get people dizzy :-P hehe.
  8. Thanks for the input guys. I ended up buying "Beginning C# 2008 - by Christian Gross", I'll let you know how it turns out for me :-D.
  9. Ok, thanks c0uchm0nster, that was what I was thinkin while I was in the shower. (my favorite place to think! get clean while you get smart!) Off to borders!
  10. I have downloaded both some time ago, and now I'm starting to get more serious about learning. I downloaded '05 because XNA was only available for that one, but I downloaded '08 as well, if only because, hey, it's there. Unfortanately though, I don't know which one I should spend more time learning. I'm leaning towards '08, because by the time I'm ready for my first games, the full XNA 3 will be available. I appreciate your thoughts on the matter, and if this was already posted by someone else, or answered in a FAQ, I appologize for the redundancy, but I'm on my way to the shower and off to borders for a book to start learning. I'll be purchasing whichever one you guys recommend, based on '05 or '08, or I'll just think of which version to go through while I'm there :-D. Thanks for your time.
  11. Quote:Original post by Tom Sloper [You're not too old. But you appear to be too insecure. I was older than you when I started, and it never occurred to me to ask if I was "too old." Although I appreciate the constructive criticism, and the "get your ass off the floor" attitude you were trying to instill onto me, I see from glancing at your web page (btw, nice page, I'ma add it to my faves and check it out later :-D) that when you started, the video game industry was still a frontier for programmers to jump in and take root in. Unfortunately, with todays high standards and the fact that games are starting to be a better investment for entertainment companies than the movie industry is (IMHO anyways), the space for my foot to get in the door is shrinking by the minute it seems. My question wasn't about insecurity as you have guessed, well, not fully anyway. I asked this because I can't afford to spend the next 4+ years investing my time and money into something that won't give me a carrer. If the majority posted that I AM to old (which most certainly wasn't the case, eg., you for instance) then I would have just either takin a few courses on the subject, or do what I usually do, and self teach. Thank you all for your helpful posts, and I'll be posting updates as to my progress in the wonderful world of programming :-D. But for now, it's off to borders! (yay! pay check cleared!).
  12. Quote:Original post by ibebrett at school i practically live in a certain math professors office. also, once you get to know them you get all kinds of inside perks. hmm...I think this goes back to the dating ad theme...what school you go to? I think I may have made up my mind as to which to pick ;-)
  13. Quote:Original post by Nik02 If you have a wireless keyboard and a large enough monitor, you can even code from the bed, so sitting in a chair is not actually a pre-requisite for programming. Actually, I AM in my bed with my computer :-D, but with a 19" monitor and a wired keyboard...you must have a big room :-P. If I strech out, I can touch both walls (shows how small my room is, it's even in 2D!!). But anyways, thank you all for the help, especially you, Maveryck, making me realize that I'm not to old to get into the biz (uh...and I appologize for the subtle way for calling you old...and if you didn't catch that till now, then I appologize for appologizing, hah!) seriously though, thanks guys :-D
  14. You hit the nail right on the head, breakin. To be quite honest, though, reading up on XNA is what got me re-interested in programming after 20 some odd years. Mainly the monetary gains you can supposedly achieve through it $-) haha. But I kid (somewhat), and I can't wait till I see my name in the credits of Halo 9!!!! (yes I can, Halo sucks...)
  15. Sounds promising so far, but by the looks of it, you all started learning at a much younger age. I just got out of 'Hello, world!' last week, so by the time I'm entry level, I'll be 35 most likely, juggling school and work. If you know of anyone else that has achieved this feat at this age, or any future poster happens to have started at the same time as me, bring my hopes up over the edge!