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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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  1. I was thinking that the two forces acting on each other would cause a dampening to the oscillation, since when playing with magnets in real life they eventually came to a rest above the base magnet. I wasn't thinking about air resistance. I suppose if I took the same magnets in real life and put them in a vacuum they wouldn't stop either.   As for having a range on the magnetic field, I needed to do that in order to control how many magnets were acting on the player, otherwise it would result in quite a few game breaking bugs. Though I suppose if I had the magnets properly responding to distance it wouldn't be a problem...
  2. I have an issue with a mechanic in a game I am working on. I attached a crude diagram I made in paint to help me explain my issue.   Blue Box - Dynamic Box Black Box - Static Box Red Arrow - Gravity Yellow Arrow - Force from black box Green Circle - Rang of Yellow Arrow   First diagram shows the blue box at rest being pushed down by gravity. The second diagram shows what happens when the black box turns on it's opposing force. The third diagram shows where I want the blue box to eventually come to a rest.   What currently happens is when the opposing force is kept on, the blue box goes to the highest point possible then falls all the way back down to black box and will continue doing that until the opposing force is turned off. I want the box to slowly level out and hover (like diagram three).    I am just looking for ideas on how you might handle it. Nothing I have come up with has worked.   P.S. - I am doing this in XNA using BEPUphysics engine.
  3. OOOOH, Wow all that math is coming back to me. Thanks lol
  4. I was trying to figure out how to make a sprite always look at the players current position. My problem is I am not sure how to check which way the sprite is facing in relation to the players position and adjust him accordingly. I would be grateful if I could get any suggestions as to how to start approaching this.
  5. I was wondering if anyone is or knows a creative director (game director), that wouldn't mind being interviewed for a college research paper? I just wanna ask a few questions about things like... How you got into the game industry? What lead you to becoming a creative director? What is your daily routine as a creative director? If you can help me out please personal message me or email me at kjlambert@email.neit.edu Thanks
  6. Thanks I'll take a look
  7. Can anyone point me in the right direction to learn about reading XML files using C++. I was able to find and learn how to write onto/create an xml document, but I am having trouble find information on accessing the xml document. This is currently what I have patientList.open("Patients.xml", ios::in); while(!patientList.fail() && strcmp(user, name)) { getline(patientList, str); posOpen = str.find("<name>"); newStr = str.substr(posOpen + 1); posClose = newStr.find("</name>"); newStr = str.substr(posOpen + 1, posClose); strcpy(name, newStr.c_str()); } patientList.close(); Right now I have it going through the XML file, line by line trying to find a name. Now that works fine, but what I want to do next is once the name I am looking for is found I want to grab the line after it. The XML looks like this <patient> <name>Ken</name> <mood>Happy</mood> </patient> <patient> <name>Bob</name> <mood>Sad</mood> </patient> <patient> <name>Mike</name> <mood>Scared</mood> </patient> So I want to find the name I am looking for then grab the mood associated with that name. Thanks for your help in advance.
  8. I am trying to figure out if there is a way to find out if any button on the xbox control has been pressed. Similar to how you can use GetPressedKeys() to find out if any key on the key board has been pressed. From Google searches there doesn't seem to be, but I figured I'd ask anyway. For more context, basically I want to trigger something if any button on the controller is pressed.
  9. Figured it out, turned out my prevPos was getting the textures position before the collision was called.
  10. Okay so I am setting up collision detection in a very basic XNA game. The way I am doing it is checking if there should be a collision, and if there is check to find out what side the collision occurred from. The top and bottom collision works, but right and left wont work. The logic for top and bottom is the same for left and right so I don't understand why it wont work. Can anyone see what I might be missing? //Call collision; if (platCollision()) { //From top if (prevPos.Y + frameSize.Y <= platPos.Y) texturePos.Y = platPos.Y - frameSize.Y; //From bottom if (prevPos.Y >= platPos.Y + platDim.Y) { texturePos.Y = platPos.Y + platDim.Y; grav = 0; } //From Left if (prevPos.X + frameSize.X <= platPos.X) texturePos.X = platPos.X - frameSize.X; //From Right if (prevPos.X >= platPos.X + platDim.X) texturePos.X = platPos.X + platDim.X; }
  11. Okay so basically I am working on a 2D puzzle game in C++. I know how to do collision detection, gravity, and rotation. What I want to happen is if a puzzle piece is placed with the center point over the edge of the puzzle piece it was placed on, I want it to rotate and fall over (speed of rotation depending on how far out the center point is from the puzzle piece it is placed on). Actually now after trying to explain what I want to do I have an idea, but feel free to give me extra ideas encase my idea doesn't work. lol
  12. Quote:Original post by zer0wolf Specialize your personal projects, sure, but don't short change your education. Edit: After receiving a PM from a Digipen student in response to this thread, I feel I should clarify things a bit. My point is that there is a trade-off with your education. Either option, going to a strong game development school or a more traditional school, is perfectly valid for the end result of getting a job as a game developer. Just don't expect either to give you an "advantage" in securing a job, and also realize that there will be differences in your curriculum. The important thing is focusing on getting a strong education and doing what game developers do - making games [wink] That was a beautiful speech. lol But I get what your saying, I am not asking because I want to get the advantage in securing a job, i just don't want to get screwed over at a school that doesn't really teach you what you need. Almost happened to me.
  13. I understand what you mean zero, i forgot who, but someone told me that it is usually better to specialize in one are. But you make a good point too.
  14. Never heard of Digipen, I'll have to look into it.
  15. So right now I am planning on going next fall to New England Institute of Technology for Game Development and Programming. Seems to be one of the more accredited schools for this major on the east coast, but to be safe I figured I would ask and see if anyone knew anything, from personal experience maybe, about the school. Or even if there is another school a long the east coast or maybe even west coast that you feel is a better school.