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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.


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About VanKurt

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  1. Huh, ok. Thanks :-) Now I've got a repository on my local PC and my network storage. But how can I update the remote-repository? I tried the push command (passed as an argument), but git won't access my network storage :-( Man, why is this so difficult?
  2. Hi there! Today I tried to use the GIT version control system. But I'm having problems with the basic understanding... My Szenario is the following: I have a PC, a Notebook and a home server. I created a GIT Repo and copied it to all three devices. Now I would like to use the home server as the main repo to wich I can synchronize from both computers (notebook & pc). Question 1: What is the right way to commit changes on a lokal repo to the one on the home server? Just copy the folder over there and overwrite stuff? I don't think so... Question 2: How can I get the current repo on the homeserver to my PC/Notebook? There are some functions (using Tortoise GIT) like Sync and Push/Pull but I can't seem to specify the source and destination directories there (just URLs)... HELP!! ;-)
  3. So if your question is not AI related: Why not post it in the "help wanted" section?
  4. Hi guys! I'm having a simple problem and am sure that you can easily point me in the right direction. What I'd like to do: I'd like to create some game content in form of a database/excel sheet/whatever. For example unit names, their hitpoints, their texture, what faction they belong to etc. Then I'd like to export these information to an XML file, using my own format. What do you think, how can that be done? Can I use Excel for that? Or some sort of database + a third party tool to export to XML? Or some sort of scripting language? Thanks :-D
  5. Hi guys! I'd like to introduce my latest game "GalaxyHopper" for Windows Mobile to you. Links: The game's homepage Direct Download About the game: It is a puzzle game, based on a very old principle. You have an UFO and some asteroids on a 5x5 board. Any object can be pushed into four directions. The only rule is that there has to be another object in its way (since things tend to float away in space). If you manage to make the UFO stop over the center of the board (a black hole) you get to the next level. There are 60 levels with increasing difficulty. The technical side: The game uses OpenGL ES. So it is only suited for modern phones, like the HTC HD1/2 or similar devices. The game also features a motion-comic intro :-) Some images:
  6. Some screenshots would be nice :-)
  7. There's no engine/framework I could recommend. But using OpenGL ES is pretty easy and gives good results (for 2d as well as 3d). If you want to keep it simpler just use GDI.
  8. Great, thanks for your patience. With your help I got it working now. Awesome! :-D
  9. I took that idea from this page: http://www.billardgl.de/technik_physik-de.html (It's in German, but has lots of images) It describes a billard game, so I thought it would be physically correct... This is driving me SOOO nuts. I just spent another afternoon trying stuff and getting only crappy results. How hard can this be??? :-( BTW: I also took a look at your code, but didn't completely understand what you are doing there. Your formula was: VA = vA + (f/MA).AB As far as I can see the new vector is the old vector + a scalar value? I'm a little confused...
  10. Well, I've been in WM game development for quite some time and think that C# is very well suited for mobile dev. Of course C++ is a little more efficient, but not that much. And the comfort gain when using C# is priceless :-)
  11. Hi guys! I'm still working on this problem... here's what I got so far: Vector2 batToPuk = puk.pos - bat.pos; // Vector from bat to puk Vector2 batToPukN = new Vector2(batToPuk); // Normalized vector from bat to puk batToPukN.Normalize(); // Now project velocities onto normal Vector2 pukVelProjected = batToPukN * pos.velocity.dot(batToPukN); Vector2 batVelProjected = batToPukN * bat.velocity.dot(batToPukN); // Modify velocities puk.velocity += batVelProjected; bat.velocity += pukVelProjected; This code gets the velocities of puk and bat along the distance vector, and then exchanges these components. What do you think? So far so good? Now the only thing left to do is make the bat fixed, and put all the force into the puk. I can't seem to get that working tho :-( Any help is appreciated!
  12. Hi Antzy, thanks a lot. Your approach works fine :-) But now I have another question (if I may?): What, if one of the balls is moved by hand, while the other one is rolling around on his own? Let's say during collision the ball in your hand is fixed, so it is used like a bat. Now all the force (of both balls) would go into the free-roaming ball. What would be the right way to approach this?
  13. Hi guys! I'm stuck on a very simple problem which makes me quite angry ;-) Imagine a 2D world with two colliding balls, like in the billards game. These balls are given as: Vector2 position; Vecttor2 velocity; Now after detecting a collision, I'd like to apply the proper collision response. What I do so far is: 1. Calculate the collison-normal (is it called like this?) between the balls 2. Reflect each balls velocity at this normal In many cases this looks right, but there are also cases where this approach completely fails (e.g. when both balls are moving in the same direction). So I started reading all kinds of articles on inelastic collisions but got only more confused. I guess physic's arent't my thing :-( So here's my question to you: How would I do the collision response corretly? A simple solution would be much appreciated! ;-) (BTW: I'm doing this in C#)
  14. OK, thanks :-) I think this answers my question with YES: "5. What if the only thing I want to borrow is the gameplay - say, the idea of jumping on things and collecting coins? Fine. Don't worry about it. "
  15. Just a quick question: Could one create a commercial Risk-Clone? Maybe with changed name, World map etc.? Thanks for your advice!