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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 mongrol

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  1. For starting out I'd recommended SFML. It's much more accessible for a beginner having a smaller, tighter and very responsive community. The sfml-dev.org tutorials are excellent. It's also a pure C++ API whereas SDL is C. It's also always been OpenGL from the start. SDL is in the transition to 2.0. the available tutes, althought many, are confusingly unlabelled for which version they're for. Likeways the documentation is plentiful but confusing for a beginner. It's just less accessible.
  2. Each of my maps consists of 2 XML files. There's the .tmx file exported from Tiled and another .xml file containing my extra stuff like particular zones and what monsters are in them. Spawn points and some story text. I read them in with TinyXML along with the Tiled file. http://tractionedge.svn.sourceforge.net/viewvc/tractionedge/trunk/maps/
  3. If you want to learn then I'd suggest writing the engine yourself. I'm 2 years into my turn based rpg/strategy and now have enough "engine" to start fleshing the game out proper. that's 2 years slack coding too. A non-dad coder could do the same in 3-6 months. I use SFML for the graphics and input. Tiled for the map editor (excellent tool) and TinyXML to parse the Tiled map files plus my own additional map data. It's a great learning experience and the hardest part is the initial lumps of refactoring that gets done as you quickly increase your C++ skills then want to redo lots of bits. I haven't attempt multiplayer though. I'd expect that to be quite a challenge.
  4. Also lose yourself in roguebasin (http://roguebasin.roguelikedevelopment.org). Lots of articles and advice on engines, libraries, languages, design etc...
  5. I haven't seen anyone mention the iPhone language issue. The poster is talking about learning Java, C++ and C#. Applications or games on the iPhone officially all have to be written in Objective-C using the native Cocoa API (I'm deliberately ignore all efforts at wrapping or hacking other languages and API's onto Apples platform). Basically for iPhone development you need a Mac, the Apple SDK and need to learn Obj-C and Cocoa/OpenGLES.
  6. I used to enjoy games and drinks very much playing Quakeworld. In the beginning one of two things would happen. 1) I would run out of drink (usually around 4am) 2) I would have to close one eye to focus on the screen. Occurances of both these items were always inevitable and usually resulted in having to go to bed. The trick was (and it took a lot of practise) to get the timing right so they occurred at roughly the same time. Thereby resulting in not having to play Quake with no drink, or being unable to play anymore because there was drink left. :) I also found the next day that more Quake was a pretty good escape from the ravages of a raging hangover and that the "nonchalance" from the hangover also provided a pretty good escape from the players I'd abused the night before. All in all it's a Win Win for Drink and Gaming. :)
  7. For animating a single sprite I would just have a mageSprite and the different animation frames (ready and cast) as sf::Images . Instead of hiding the mageReadySprite and replacing it you simply need to change it's image using mageSprite.SetImage(readyImage) etc... Much faster than changing sprite positions.
  8. There's also www.havenandhearth.com
  9. Let's not be naive here. The government does nothing unless it involves someone, somewhere making money out of it. This is not for the kids and it's not for parents who want their kids protected. That is merely the veil being used to get it in. They are not stupid as to it's effects and they are clear in the knowledge that it will force paedophiles to use encryption. They don't care about them, chasing paedos does not make lobbyists money. The amount of pushing they are doing means there is big money to be made by someone by getting this filter in. But who? Big Content is the obvious choice. Any filter, once in, can be used to control P2P traffic. Just watch how many of those grey russian online music sites vanish after this is in.
  10. What I can't figure out (and I'm as cynical as they come) is what the real agenda is behind it all? It's so blatantly an attempt to control the populace and there's so much noise about it that I'm surprised they are still pushing ahead so hard with their bogus "it's all about protecting children" propaganda line. So who is really behind it all? and why? Let's face it, Conroy and the government are just puppets in this and they are behing pushed very hard by something else.
  11. I loved the original Asheron's Call's method of handling this. Monsters were all of a fixed level (and they could level up themselves with careful baiting ;)) and variance was done by area. Of course, AC's map was massive and once the player levelled up more and more of it became a non-threat as you progressed but it worked very well. You always had to find other areas to play in. A bonus of this was that a monsters level, if you could read it, compared to the players level, didn't give an accurate indication of it's actual threat. Lots of factors depending on its weapon type, armour type, aggression etc meant that a seemingly harmless mob over half your level below you could very possibly kill you and also mobs way above your level could be easy meat if dealt with appropriately. It gave such variety and tension to the game that any MMO since then using the blue/yellow/red threat system has failed to live up to. (imo)
  12. I suggest asking in the correct forum. Trying www.blenderartists.org instead of here. You'll get much better help.
  13. www.lasersquadnemesis.com does exactly that and does is superbly.
  14. Thanks folks, As usual my question was prompted by a design issue. I've been treating them as pointers which forced me to change my design a bit. Much tidier now.
  15. Hi folks, A quick question on references and object lifetimes. I have one class that creates another then passes a reference to another object. class Creature() { Weapon weapon; Gameworld.addWeapon(weapon&); } If the Creature object is destroyed is the object it created also destroyed and the reference passed to GameWork is then invalid? I realise if I passed a pointer it would then be invalid and left hanging but what about references?