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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 AlexKhomich

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  1. Hi everyone, Seems I have a tasks which is too hard for me [img]http://public.gamedev.net/public/style_emoticons/default/blink.gif[/img]. I need a help with implementation of algorithm for drawing smooth thick stroked poly-line with DirectX9. It should be well balanced between performance and quality. Do you have some suggestions or know some good articles, tutorials how to do it? My current implementation is simple: poly-line is drawn as set of separate segments. But it produces choppy joints. [img]http://public.gamedev.net/public/style_emoticons/default/sad.gif[/img] [img]http://dl.dropbox.com/u/14835779/Images/choppy%20thick%20lines.jpg[/img]
  2. [b]Vortex2D.NET[/b] engine version 0.8 becomes [url="http://vortex2d.codeplex.com/releases/view/60496"][b]beta1[/b][/url]. Stable version is planed at the end of February. Few words about project: [b]opensource (MIT), C#, Direct3D9, shaders, great architecture and API, very fast![/b] [i]Release highlights:[/i] [list][*]Resource management system[*]Flexible path management functionality[*]Vortex Scene Framework (VSF)[*]Performance Improvement 50%-200%[*]Integration with Farseer Physics Engine[*]Complete Documentation[*]Cool demos based on shaders[/list] Any kind of feedback is very appreciated! Thanks for attention!
  3. One of Vortex2D.NET users have made very cool demo of fire using pixel shader. It can be used by everyone for learning a way how to implement realistic phong blinn lighting and fire with hot air distortion effect in 2D game. Bonus: 3D fire sound. Waiting for your feedback and impressions [img]http://public.gamedev.net/public/style_emoticons/default/rolleyes.gif[/img]. [url="http://www.vortex2d.net/2011/02/fire-demo-based-on-vortex2d.html"]Original post with download links[/url] at engine's blog. P.S. Another great news: Vortex2D 0.8 should be released this month. There are a lot of new cool features which I'll describe later.
  4. As I know there are no way to allow access to private/protected fields (except reflection). You should use internal or protected internal access modifiers. More info in MSDN. InternalsVisibleTo can be applied to whole assembly only and gives ability to share access to internal fields with other assemblies.
  5. Hi .NET guys! Original post. Did anyone try demos, review code? What is your impression, recommendation?
  6. I like option with interface IPausable, its implementation in class Pausable for further reuse. Also there are a bit of correction for your second variant of IPausable. Events OnPause/OnResume should be protected in other way you can't inherit that class.
  7. Choice N1: WinForms, C#, P/Invoke. Choice N2: WinForms, C++/CLI. Only one minus - dependency from MSVCRT dlls.
  8. Hi everyone! I'm creator of brand new opensource .NET based 2D game engine called Vortex2D.NET (http://vortex2d.codeplex.com). It is written with C++/CLI and C# and uses Direct3D9 for hardware graphics acceleration. The primary aim of this project is to deliver simple, intuitive, easy to use but powerful tools for creating 2D games of any type for wide specter of developers: from beginners to professionals. Key features of engine: - Rich sprite drawing functionality - Built-in HLSL/assembly shader support for advanced effects - Great performance - Good set of helper classes to organize game flow (scenes, states, planning timeline etc) - Flexible particle system framework with Visual Particle Editor for default implementation - Stack based world transformations (translating, rotating, scaling) - Easy-to-use multitexturing - XML-based content loading (in progress) Currently engine in alpha but first beta release is scheduled on May 31. There are few things are worth to try: - Gameplay demo of Pacman with cool particle and shader effects - Visual Particle Editor. It is in development process but already could be a god toy. All downloads are available on home page of http://vortex2d.codeplex.com/ I really hope for your support and will very happy to get comments, feedbacks and advices. [Edited by - AlexKhomich on May 27, 2010 12:26:58 AM]
  9. New 2D game engine Vortex2D.NET! URL: http://vortex2d.codeplex.com/ Vortex2D.NET is hardware accelerated 2D game engine. It is mainly focused on rapid development of casual games. Its API is very easy for beginners and powerful for professionals. It uses pixel and vertex shaders to provide amazing runtime effects. Target OS: Windows XP and later. Primary programming languages: C#, C++/CLI, VB.NET