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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. [quote name='wodinoneeye' timestamp='1343365551' post='4963516']'least common denominator' codec[/quote]Any suggestions then?
  2. Yeah, the coded-thing is the problem. We've already come across big problems with audio playback due to codec-issues. Theoretically it works and practically not always. So we'd like to use a reliable method, if possible.
  3. [s]First of all, due to nature of the problem I wasn't sure what category this topic fall into. If I chose wrongl, please let me know or move this thread for me.[/s] Edit: Thx. Me and my friends are currently creating an android/iOS game using marmalade. We want to add an intro (animation) to it and we're wondering what's the best way to create and render an animation. Probably the easiest way would be for our graphics artist to create an animation in whatever software he likes and save it as *.avi or any film format. Then we would just display the film in game. But after a short research we came to a conclusion that it might be a bit (or very [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]) difficult using marmalade. So another idea was to create a 2D animation (as a series of layers and translate/rotate/scale/color&alpha change tranformations) in a 3D graphics software like Blender, save the animation (as keyframe information), then load it in our game and display. But we're not sure if that wouldn't be making a mountain out of a molehill. So maybe there are easier ways (existing tools?) to create a simple 2D animation and rendering it in the mobile game (with marmalade)? Or, if the idea with Blender is ok, what 3D file format should we use? We need vertex position, texture and texture coords, colour and alpha information. Texture animation would be nice too.
  4. The nice thing is I've implemented some kind of rotations queue. It was before I found out about the described problem. But when I got my solution I just changed changed the code so that it performed rotations from the last one to the first. So I didn't even have to change much. And it works nicely. But still, can you describe your idea? I'm just curious. How do you want to create your array?
  5. I figured it out. To rotate about local axes call glRotate in order you want to rotate. To rotate about global axes call glRotate backwards - last rotation goes first, first goes last. Example: You want to rotate object about local axes: 1) about X axis 2) about Y axis 3) about Z axis Write: 1) glRotate(angle, 1.0, 0.0, 0.0); 2) glRotate(angle, 0.0, 1.0, 0.0); 3) glRotate(angle, 0.0, 0.0, 1.0); You want to rotate object about global axes: 1) about X axis 2) about Y axis 3) about Z axis Write: 1) glRotate(angle, 0.0, 0.0, 1.0); 2) glRotate(angle, 0.0, 1.0, 0.0); 3) glRotate(angle, 1.0, 0.0, 0.0); jyk, I don't get your idea on creating the array (I'm just saying as I've solved the problem).
  6. That sounds like an idea. It has its advantages. Although, when implemented it would look like a big monster with a lot of switches and cases. Should work but I'm not sure if it could be called "A good style of programming" and if it's a good way to do it. Anyway, it's an option and thank you for that.
  7. You've got some object. You rotate it about Y axis CCW 90 degrees. You can say (form your point of view) it rotates from left to right. Then you rotate it about X axis CCW 90 degrees. If you rotated it about global X axis, it should rotate from up to down. But when you use glRotate(), it rotates about its local Y axis, so it rotates like clock's hand (all the time you observe form the same point). I hope that cleared things up a little.
  8. Hi, everybody. I'm new here. Anyway, I've got a 3D object and want to rotate it. See, I'm writing a 3D Tetris and I want to be able to rotate it about global axes. glRotate() function rotates objects about their local axes. Actually it rotates coordinate system and then you're able to draw in that rotated system. The thing is in 3D Tetris when user presses for example 'Q' button he wants to rotate the brick about the X axis CCW. Then he presses for example 'W' button to rotate it about the Y axis. But the object rotates about its rotated Y axis which is not what the user wants. It's not what I want either. How to rotate about global axes (about axes which remain the same for the whole time)?