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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.


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  1. I'm not 100% sure about how you're doing things, but it looks like you might not be updating the position properly. Here is some semi-pseudo code that roughly explains how it all fits together: // player info Vector2 currentPosition = position of the player object at the start of the frame Vector2 newPosition = where the player is trying to move to during this frame Vector2 boxSize = the size of the player // collider info Vector2 colliderPosition = position of the static object Vector2 colliderSize = size of the static object for each frame { Vector2 velocity = newPosition - currentPosition; float t = SweptAABB(currentPosition, boxSize, velocity, colliderPosition, colliderSize); currentPosition = Lerp(currentPosition, currentPosition + velocity, t); }
  2. I just saw this on steam and thought "Hey, this looks familiar..." Congrats on finally getting to release!
  3. I'm not much of an artist, but it's seems decent overall. I especially like the characters. My main criticism would be: The trees are clearly copy-and-pasted. There needs to be more variation. The rock/stone in the center seems to be too smooth. I feel as though it should be more rough. The windows on the house seem too small and lacking detail. But I guess it depends what you're aiming for. I can't seem to figure out what the house roof is made of. Wood? It needs to have more texture. It might be better to have separate tile sets for short grass and long grass. This would help make the grass more dense without copying that same grass sprite all over. Hope it helps!
  4. I think it looks significantly better. If you want the forest to feel more dense, I'd make the trees 1/3 trunk, 2/3 leaves. But that might make it harder to see the player or whatever is happening on the ground.
  5. Congrats on making a nice chunk of cash!   I'm curious though, do you consider this a success? Are you planning on making another game?   I lost a little faith in the industry after reading the refund reasons and the piracy rate:(
  6. Personally, I find things like an ordinary throne in a castle not very landmark-ey. A landmark should be something that really stands out and might even be a bit odd. It really depends on the universe you're creating, but try making things more unexpected and weird. Because if the player stops and thinks "What the hell is that?" or "Hey I wasn't expecting that here" then that will immediately become a landmark for them.   So if you were to have a throne, make sure it's in a big grand throne room which is much larger than all of the other rooms where the throne over-arches everything else and has high-contrasting colors.   Just my 2c
  7. Yeah, that was it. Thanks!
  8. Ok, now I've got another error    When I create a new AssimpContext, an exception is thrown claiming   I thought maybe I don't have the DLL in the right place, but the exception is being thrown inside the DLL. Any ideas?
  9. Thanks, JayPhi!   It turns out I was downloading the wrong one. Worked pretty smoothly.
  10. I'm trying to compile Assimp 3.1.1 for C# but I'm not having much luck I've tried downloading the windows binaries as well as the source code. When I try to compile the source (at \port\Assimp.NET\) with Visual Studio 2013, I get an error saying:     If I upgrade the solution, the upgrade fails.   I'm curious if anyone has gotten it to work? Or is there an alternative library for loading models that I haven't heard of?   Cheers.
  11. I'm loving the silhouettes.   Out of curiosity, how long does it usually take you to make a single model? I'm doing the same sort of thing right now, but at snail-pace.
  12. There are other ways to split up the components, but I think in most cases it would just make things more complicated. It is very common to see this design and I think it's probably a good way to go about it. Code is all about encapsulating potentially-duplicated code. The point of the component pattern is to make is easily plug in and out-able. I can't imagine doing it any other way, but maybe there are better alternatives.   I can't really give you any examples. You should set out to make something, like having a walking character with a following camera. This usually works for me.
  13. I disagree with most of your points.   Unity's documentation isn't perfect, but its better than most of the stuff I've had to deal with in the past. The documentation usually tells you if something is going to negatively impact performance in a significant way. But it is hard to measure these things when so many people use them so many different ways. Unity Pro comes with a profiler which can be used to test the performance of things, if you want to go that route. Performance wise, the component architecture allows you to get rid of all of the crap you don't need, so it is usually fast enough for the vast majority of people's needs. You are right that data and logic aren't strictly separated. Unity's workflow often puts data in a file or in the scene, but it isn't so much tied directly to the code. I don't think that the easy stuff is harder (I've found that some other engines do it much worse). But, for 2D, I may agree with you. Unity was originally designed as a 3D engine and then 2D was sort of an afterthought. Having said that, some of the 2D tools are great to work with, but some of the 3D things may get in the way. You generally want to avoid highly coupled components, but sometimes it is unavoidable. If you want to get a better feel in how to make more generic-use components, check out some of the stuff on the asset store and look into how they are designed. You can't really learn how to design something for a new application in a single sitting; it requires playing around with other people's stuff first to see how they tackled various problems.   It really comes down to what sort of game you want to make. In terms of performance, Unity should not be a problem with 2D (unless you are doing some seriously niche graphics processing). I'd spend less time worrying about performance and more time trying to find tools that are in you price range and work well with your workflow.   Btw Libgdx, SDL and XNA are all APIs, not engines. They will give you much more flexibility, but will take a lot more time to learn and get anything finished. If you're absolutely set on not using Unity, some alternatives are Cocos2D, GameMaker, Love, Torque, Godot, RPG Maker, the list goes on and on.