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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.

Lord Maz

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About Lord Maz

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  1. I got my nick years ago when I still played Warhammer.. Lord Mazdamundi; big magic toad riding on a dinosaur. Come to think of it, I hate this nick so much, I'm gonna create a new user right now and get rid of it.
  2. Heya, I'm working on a game that uses bluetooth to synchronize the gamestate, but I've realized that having just one socket is too slow - i need to open a few more of them to be able to send more packages at a time. I believe this should be possible, but I'm not sure exactly what kind of changes I need to do (concerning the BT library) to make it work. For example, do I need more PSM's for the new sockets? I'm pretty new to the concepts of bluetooth, but at least I've got it to work with one socket. I'm using L2Cap sockets and Palm OS 5.
  3. Very interesting, Grammarye. I've been thinking about a way to handle those pesky returned strings, but I've stayed clear from auto_ptrs because of their general oddness (IIRC, you can't have auto_ptrs in stl-containers for example). A related topic; lets say we have a function: int toInt(string str) { (perform conversion) return value; } This would result in a copy of the string being passed in, right? I've assumed that is so and done like this: int toInt(string const& str) { (perform conversion) return value; } This would be better, right? Just checking if my assumptions are correct :)
  4. I think it's illegal to use old versions of Ventrilo (seems odd, but that's what I understand from the new license), so that's out of the question. Besides, IIRC there's quite alot of bugs/annoyances in the old versions.. I tried Teamspeak2; very nice but it seems like it's impossible to increase the voice quality to any reasonable level.. Can't communicate very well when everyone sounds like robots :P Seems like they're going to fix that in a new version though, so that might be an alternative. Thanks for the replies so far.
  5. First, a explaination (skip ahead if you don't care ;) --- So, we're a gang of developers in a small soon-to-be-established company and we've used Ventrilo for quite a while to have meetings over the Internet (good solution considered we're spread all over Sweden). Now, our problem is that the ventrilo guys have recently (dont know exactly when it happened) become greedy/less generous (no debate about this please) and limited the maximum number of users in a server to 8 people. This was, as we noticed, not enough to let us all be in the server and the alternative is not paying a few dollars for a registration; you actually need to _rent_ a server if you want more slots! That wont work because our budget is thin and we don't have that large meetings more than once in a month or so. --- So, does anyone know of any _stable_ voice communication programs that enables a reasonably good voice quality and semi-permanent conference sessions and the possibility to have larger conferences for ~12 users or so? Of course, free is king but we could manage a reasonable one-time charge if the software is good enough. Thanks for any help; and yes, I've done my Googling but I'd prefer to hear about personal experience with the programs.
  6. Don't think the map itself took most of the time.. but I agree, very buggy even though it's a nice techdemo.
  7. My first game was a Threat-like game (if you remember that old classic :)) that i begun with following a guide here on GDNet by a guy named Teej.. im still pretty proud of the results. Took me about 6 months to finish it, IIRC.
  8. Haha, stupid goats.
  9. Okay, sounds like a good way to handle it. I'm just afraid of getting out of sync with the other system, but I've already taken precautions (checking package order an such) so I'll hopefully be avoided. I guess I have to figure out a way to seed the random number generator with the same value on both machines too... One thing though; since both players need to have the same map to start up a network game, syncing the initial state shouldn't be needed I think. I was thinking of checking the maps with some checksum or maybe a date stamp to be sure nothing is changed. Will probably be easier than writing serialization/deserialization-code for all objects in the game... Anyway, thanks for your reply.
  10. Hi, I'm working on the network code for a RTS using bluetooth as only method of connection to eachothers' machines. I haven't done much network programming before and I really can't decide whether to: 1. Serialize objects when they are changed and send the whole chunk of data, or... 2. Send instructions to the objects' queues (for example: move to a position). I can see advantages and disadvantages in both methods but I'm not sure which to choose; that's why I'm asking you people to share your experience :) Thanks for any help.
  11. Meh, do you guys with 4 gigs use your ram as a contingency harddrive or something? *shrugs* 1 gig here, thinking of upgrading to 1.5 as soon as i can afford it.
  12. Quote:Original post by wilhil Anyway, didnt Microsoft invent the mouse? that big block that was completly uncomphyand stuff... if you invent the mouse, why not the click! No, a swede did.
  13. Heh. Who needs dolphins when you've got porno? :D
  14. Not reading many programmingbooks (except for reference) today, but back then I tried to skim through the books completely and then get back and focus at the areas of most interest.
  15. I'd be a banana. what, you expect an explaination to that?