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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.

slicer4ever

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  1. This thread is to promote this years week of awesome which runs from august 7th to the 13th this year. you can find the administration thread here in the lounge:
  2. If your looking for an artist i'd make a post under classified, or even look outside gamedev.net itself. perhaps look through some artist portfolio's on artistic sites such as deviantart and contact some that you like and explain you'd like to team up.
  3. until
    Week of awesome V contest! administration thread:
  4. what do you mean by does not work? does the line stay in the same place? what sort of projection matrix are you using?
  5. if your using c++, then you should be using what Ryan_001 said, std::this_thread::sleep_for is part of the standard library since c++11. you don't need to be using an outside api for this.
  6. exactly which console would you be targeting? overall as long as the judge's are able to run it without having to do any leg work(and no files you are distributing are copyrighted in a way that you aren't allowed to distribute them), it should be fine. I'd also like to give a thanks to Josh petrie who has thrown in an additional 200$ to the prize pool, I've added additional prizes to 4th and 5th place winners as well!
  7. Great to have you again :), i've added your team, and placed your request in the looking for teammates section. I hope you'll be able to find someone :) We've had a number of entrys made in both, I think riu's covered fairly well his feelings on the topic, overall it should be about using the tools your most comfortable with(unless your looking to experiment), and i don't want to dissuade people from using unreal for such a thing. A week is a fair bit of time to get something workable, regardless if you can only use a fraction of the engine's potential. Overall as riu said this is certainly not the thread to derail into such a discussion, so let's leave it at this then, i'm only bringing it up as i want to make a point that it has been used successfully in prior competitions as well.   eh, this gets a bit fuzzy in what is/isn't pre-making assets for the game. basically the core idea is nothing is made with the absolute intent of being used just for this game alone. If the asset is used elsewhere and your just stripping it out, that's fine, but pre-making things solely for this competition is not fine. if those assets would belong in another game/app your working on, then it would be ok. Yes, this is fine to have. basically you just can't have more than 4 teammates, and at least the leader of the team will require a gamedev.net account for game submission and posting updates for participation points.
  8. As newt said, this is perfectly fine. Also glad to see you rejoining us for another year :) The new team name also sounds pretty cool, I like it.
  9. Great to have you both back on board for another year :) Good to hear, i've added you to the list! I've left your looking for artist request up, unless your friend is filling that niche?
  10.   Great to have you both again for another year :), i added you both in, and used the same info you provided last year for teams, let me know if anything's changed!    Awesome, added you in, let me know if you want me to add a team name/website or anything.
  11. Isn't this what the judges score is for, if they like your tech or concept they give the points. Maybe take 5 points away from graphics and move it to the judge points.   No, Judge's points can be any criteria the judge wants, it's completely dependent on them to allocate however they feel.   There was a fair amount of discussion back during the first few WoA's on how to categorize points and distribute them. ultimately we settled on the disparity between graphics and audio points because as you said, graphics are almost always apart of every submission(barring the text game that was submitted a couple years ago), audio was initially equal to graphics in point distribution, but with the inclusion of the participation and judge's category, points needed to be taken from somewhere, so they were ultimately pulled a bit from audio, and first time user experience to work them in. If people want to see the points redistributed, i am open to it, but at the moment i feel we have a good balance for each category.
  12. I'm certainly open to adding another category, but I don't think this would work very nicely. As josh points out how do we define new tech/idea's? do you consider new tech as using an engine such as UE4/unity, or writing your own framwork from scratch, or do you mean something else entirely?  If your working on a new idea for gameplay mechanics, or even controls it seems like gameplay and First time user experience would adequately cover how well a judge feels the idea works.  Ultimately the contest is about evaluating what was created, and not how it was created, as well each judge is given a small amount of points to allocate however they feel like doing so(in the past some judge's have used their points based on how the game was made).      However if others feel that such a category could benefit the contest, i'm quite willing to be flexible with what categorys a game is scored on.
  13. The Week of Awesome V The fifth annual week of awesome is here folks! With this year i've built a website that will be used both for judging and submissions. This website is not 100% complete as we're waiting on the site upgrade to occur later this month to integrate it into gamedev.net's domain. Overall I'm currently pleased with the design of the site, but once it's live i'm open to hearing feedback on changes. You can find last years competition here: https://www.gamedev.net/topic/678978-the-week-of-awesome-iv-fourth-annual-unofficial-gamedevnet-competition-administration-thread/ You can find the third years competition here: http://www.gamedev.net/topic/668847-the-week-of-awesome-iii-the-third-annual-unofficial-gamedevnet-competition-administration-thread/ You can find the second years competition here: http://www.gamedev.net/topic/660249-the-week-of-awesome-ii-the-second-annual-unofficial-gamedev-competition/ You can find the first years competition here: http://www.gamedev.net/topic/645699-upcoming-unofficial-gamedev-competition/ Have questions, you can also find most gd.net and contestants at the gamedev discord chat: https://discord.gg/Njc96xM Dates: RSVP for the Calendar event here: Rules: Supported Platforms: Judging Criteria: Prizes and sponsors: Judges: Participating Teams: People looking for teammates This thread is both here for asking questions, and telling us you will be competing, as we like to get an idea of how many people to expect. so please post a team name for your team, as well as your members(and be sure to drop an update to us if the team members change) please try to follow the following format for declaring your team: Team: Members: , , , Website/Blog/Twitter handle: try to be creative folks with your name!(please remember the sites rules still apply here!)
  14.   This probably isn't going to work, your still in client space, so they can figure out how to bypass this overall.   I use a similar setup for my game(gameservers do little work other than keeping inputs in sync, and some minor game logic).  I also implemented a shared client check for detecting if a single user is out of sync, and as you say the core problem with this setup is that when dealing with only 2 clients, neither is capable of being trusted.  Ideally if this is a problem to worry about(my game is intended to be played by 4 players generally) you should implement recording player playback, and a report system.  if the other player suspects cheating then give them the ability to report the offending user.  the only other alternative is to make your server do more work to verify inputs are valid, but depending on how deep into development you are, this could be considerable work.   At the end of the day, if someone with the skills really wants to crack your game, they probably well do so if your leave it upto the clients to decide what to do.
  15. This isn't really related to openGL, as it's more a general 2D problem.  Basically as your using tiles, you most likely are using a 2D grid.  each tile is x pixels wide by y pixels tall.  so to know what tile the mouse is over, you'd do:   xTile = floor(MousexPos/TileWidth); //we use floor incase your using a language which only uses floating point numbers, floor basically removes the decimal from a number, so for example if we have 5.5, and floor that, we'd get 5. yTile = floor(MouseyPos/TileHeight);   if you want to then turn that into a world coordinate, you'd do: xWorldPos = xTile*TileWidth; yWorldPos = yTile*TileHeight; if you want to move a player to that location(rater than teleport them there), then you need to generate a list of tiles to move through from your starting tile, to your target tile. a simple algorithm for this would be: TileList = []; //create an empty array of tiles. StartxTile = PlayerxTile; StartyTile = PlayeryTile; DestxTile = xTile; //using the above x/y tile's assumed for our destination. DestyTile = yTile; CurrxTile = StartxTile; CurryTile = StartyTile; while(CurrxTile !=DestxTile){     if(CurrxTile >DestxTile) CurrxTile --; //we want to move to the left.     else CurrxTile++; //we want to move to the right.     TileList.push(CurrxTile, CurryTile); //add this tile to our list of tiles to transverse. } while(CurryTile!=DestyTile){     if(CurryTile>DestyTile) CurryTile--; //we want to move down.     else CurryTile++; //we want to move up.     TileList.push(CurrxTile, CurryTile); //add this tile to our list of tiles to transverse. } //Now we can iterate over the TileList to know what tiles we should walk through. This is a very crude an inefficient algorithm(does not take into account walking diagonally), but should get you started on following a path.  once you get this down, you can try implementing more advanced techniques for pathing, such as A*.   Good luck :)