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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 Ectara

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  1. For a moment, I thought we were discussing Japanese cuisine.
  2. It isn't quite moving the map. You are moving the world. This includes the player, and every other actor in the scene. Handle all of your collision logic and other such events as if the world is all there is, and don't think about the camera. Then, when all is said and done, draw the world offset by the camera's position. The drawing of the world and the logic of the entities within should and must be separate.
  3. This one   Different games have different priorities for what's shown on screen. For some games, it makes sense to have the "camera" focused on the first player only, for others, maybe the center of the line segment between the two players, and for others, still, the map would be scaled to fit the screen so that all players are visible at all times. Alternatively, if you decide to have two viewports instead of one (splitscreen), you can draw the map twice, and each half of the screen is centered on each respective player.   It all depends on your game.
  4. Which part are you having trouble understanding?
  5. The concept of a "camera" is an illusion; it's essentially moving the world in the opposite direction, to give the illusion that the "camera" is moving. If there is multiplayer, you have to decide what is important to you, and how many viewports you want.
  6. I use a ThinkPad W530 for my programming at home (at work, I don't have a choice in hardware). Most ThinkPads (if not all) don't have a numeric keypad.
  7. What's the processor specifications (cores, hyper-threading, etc.)?
  8. I agree with @duckflock; while it does cut down on temporal aliasing, it has three issues that jump out at me:   It seems as if this drops updates rather than frames, which can lead to a discrepancy in gameplay (people trying to cheat online/trying to engage "slow-motion" by increasing the load on their machine). If update or rendering takes too long, all expectations are gone; all of a sudden, rather than the game busy waiting (and not repainting. Black window if you move it around before it repaints?), time no longer matches wall clock time: 1 second in real life no longer counts as a second in game, and the game enters slow-motion as they update slower than realtime. Busy loop consumes quite a bit of CPU time. I would recommend writing an actual program that demonstrates this concept, to better get your point across. edit: Editor doesn't like bulleted lists?
  9. high = val / 4294967296; // or high = val >> 32; if having one right-shift is a requirement low = val  - (high * 4294967296);   One more operation, I suppose. Alternatively, if the IDE doesn't try to be clever:   high = val / 4294967296; low = (val * 4294967296) / 4294967296;
  10. Non-bitwise permitting +, -, *, /, and % ?   high = val / 4294967296; // or high = val >> 32; if having one right-shift is a requirement low = val % 4294967296;   // low = 140, high = 120   I feel like I'm missing something.
  11. What kind of space pipe am I looking at here?
  12. I started sweating just reading that function call.
  13. I read over the Kickstarter, and many of the paragraphs kind of shocked me, most of them were mentioned earlier in this thread. I'm another person that you can PM for feedback; I'd be willing to help you out.   As an aside, I read over the thread, and I don't believe you mentioned the part where you threatened legal action against people speaking negatively about you. Mentioning that would probably have changed the advice given by people that haven't seen the Reddit post.   Try to move on and learn from this one, but there isn't much that can be done to save it; when the time comes (later on in life) for another Kickstarter (for a different product), do your best to instill that you have changed entirely from the first attempt, have a polished product that needs finishing touches, and a team already formed to back your (sensible) goal. Don't mention the first one, don't comment on it, don't link to it: pretend it doesn't exist.
  14. That's too hard of a cat for me.
  15. What is this Lugaru business, and why does it hurt so much?