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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 Sockwave

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  1. I've been working on a utility for making animations for games using the HTML5 Canvas. If this sounds like something you'd be interested in, I'm looking for some people to play with the app. Here's the link: www.canvaswave.com/wasp.html The application is a vector drawing system that lets you make simple animations and short cartoons. The original goal was to make animated sprites and canned cut-scenes for games, although I'm still trying to streamline the back-end a little before it's really ready for games. I've tested it fairly extensively myself and there are not any glaringly obvious bugs, but it could always use more eyes. More importantly, though, I'm curious how easy it is the figure out the interface, since I can't judge this well myself. Thanks for your help!
  2. As far as I know, translate (or any drawing transformation) only changes where things are drawn on the canvas. Mouse events in the canvas will still point to the pixel on the screen that was clicked, ignoring the transformations entirely. (I assume you're making a point-and-click?) My work around for this was to keep the total x and y translations as global variables and applying the same transformation to the mouse coordinates as the drawing when I found the mouse position. Hope this helps
  3. I had a weird one when I was little. I had to go through this cave full of obstacles-the only one I remember was a free-standing wall of water with a shark in it. Then I climbed a huge staircase to find a giant ape with a whip holding a woman hostage. I'd wake up as soon as the ape swung the whip at me. I must have had this exact dream a dozen times. Then one day I dreamed I was in the same cave except the obstacles were gone and the woman was with me. When we reached the top of the stairs, she started shrieking and strangling me, and then I woke up. I never had the dream again. I have no idea what any of this means.
  4. I've been using the following function which works on every browser I've tried (FF 3.5/3.6, Safari 4, Opera 10, and Chrome 6). I think there may be some redundant/deprecated code in here but I don't want to go to the trouble of finding it: //global vars var mouseX,mouseY; //find the mouse position relative to the canvas. Should be called with an event fired by the canvas function findMouse(ev){ if(!ev) {ev = window.event;}; mouseX = ev.clientX-overCanvas.offsetLeft; mouseY = ev.clientY-overCanvas.offsetTop; if(ev.pageX || ev.pageX == 0){ mouseX = ev.pageX-overCanvas.offsetLeft; mouseY = ev.pageY-overCanvas.offsetTop; } else if(ev.offsetX || ev.offsetX == 0){ mouseX=ev.offsetX; mouseY=ev.offsetY; } else if(ev.layerX || ev.layerX == 0){ mouseX=e.layerX; mouseY=e.layerY; } }
  5. I'm really impressed with Sik's algorithm, it looks like perfect solution to this problem. If anyone wants to see a demo of it implemented in a game engine, I wrote a simple code to test it out. You can find it here. This isn't a game at all, but it shows the frame rate control at work. Feel free to look through the source code if you're curious. In Firefox on my box the graphics start to lag at around 100 objects in the demo, but the motion and interactions remain smooth and on time. Very nice idea!
  6. There are some good ones at Canvas Demos and Chrome Experiments. I think that most if not all of these use the Canvas element. A lot of them are just remakes of classic flash games, but they show what can be done in HTML5.
  7. So I've recently been reading that IE9 now supports the canvas element, but I'm sort of skeptical. I really though MS was doing everything they could to keep the Canvas and browsers apps in general down. I can't get IE9 myself (its not compatible with XP) but has anyone tried this out? Can IE9 run a complex canvas app, like the ones at Canvas Demos smoothly? IE is the last hold out for Canvas support, so it would be exciting if they really implemented it well.
  8. So I'm new to the whole game development scene, and I'm trying to decide if its worth trying to make javascript games with canvas, if I should get flash, or if I should get another hobby. I know a bit of javascript so I wrote a very simple point-and-click puzzle game (or half game, atm) w/ canvas to see how it handled. As of now, I think the game is working, but I am curios how it will handle on other browsers and systems. I know it works fine on firefox 3.5 and it seems to work on whatever windows Safari I tried. I also know it is a horrible looking, slow beast on IE. Essentially I'm looking for beta testers, especially people with other browsers, mobile devices etc. Here's the link: http://www.weigolabs.com/games/mao.html Thank you for your help!