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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 EricRRichards

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  1. The way the article sections were setup on the old site was much more helpful when just browsing. A lot of those old articles (especially some of the isometric & hex ones, like [url="http://archive.gamedev.net/archive/reference/articles/article747.html"]this[/url]) have become almost canonical, and right now the categories are so broad, and actually getting to the article archive is rather difficult, that it is really much easier to use google to search Gamedev.net than to actually use the site.
  2. Hi, I'd like to mention that I've now added functionality to browse Project Gutenberg and download from their catalog of 36,000+ to your library. [url="http://richardssoftware.blogspot.com/2012/01/version-103-released.html"]http://richardssoftware.blogspot.com/2012/01/version-103-released.html[/url] [img]https://lh3.googleusercontent.com/-JfmgTN0Yp-o/TwD3J1NHnII/AAAAAAAACgg/2r2UhF7u-ok/s640/searchPG.PNG[/img] [img]https://lh6.googleusercontent.com/-i3QP4Ol9xlc/TwD3KE7JsPI/AAAAAAAACgo/6tFmMtTYT5o/s640/viewPG.PNG[/img]
  3. Hi, all I've been working on a little project, a light-weight, multi-format ebook reader. I've sort of collected up a bunch of ebooks from all kinds of sources over the years, and I never ran into anything that was really useful for keeping track of and reading them. Calibre is passable, but I've always found it to be a little cumbersome, and the reader part can be wicked slow and glitchy. What I wanted was something like Kindle for PC, but able to handle all the myriad formats I've got laying around. So I decided to build one myself, and cobble together something with C# and WinForms. The more I worked on it, the cooler (at least in my opinion...) it got, and now I feel like it's at the point that other people might find it useful. It handles PDF, LIT, TXT, RTF, CHM and HTML format ebooks It maintains some metadata about your collection It allows you to easily search and filter your collection You can view your collection in either a detail list view, or a cover thumbnail tile view. [attachment=6521:Tiles-new.PNG] Requirements: Windows .NET Framework 4.0 Internet Explorer, with a PDF viewer plugin (tested with Acrobat and Foxit), to view PDFs If any of that sounds interesting, you can check out my website for more information and a free download. [url="http://richardssoftware.blogspot.com/"]http://richardssoftware.blogspot.com/[/url]
  4. What always irritated me about Haskell is that it compiles to C code, so all of the assignments that were an unholy bitch to write in Haskell, where I couldn't print any debug information, would have been easier, and equivalent, to write in a reasonable language, even C99.
  5. Channel Wally... www.dilbert.com Otherwise... Read ESPN?
  6. Why modify the buffer received from new, when you can just create a temporary pointer to access specific portions of the buffer (see below).[quote name='Jethro_T' timestamp='1305710518' post='4812391'] [source] char* buffer = new char[64]; char* iter = buffer; iter += 20; // do something useful with the iter pointer delete[] buffer; [/source] [/quote] [size="2"]Are you attempting to free just the portion of the buffer beyond the 20th byte? I'm a little rusty on the C++ way to do this, I've been doing so much C lately, but I don't think there is a direct analog to realloc(), so you'd probably have to new a new buffer, copy over the portion you wanted to retain, and delete the old one, in order to be safe.[/size]
  7. I would hate to see the Close Combat series overlooked. A Bridge Too Far (2) and Battle of the Bulge (4) were my favorites. By far the best company/platoon level wargame I've seen. Some might say that Company of Heroes covers the same ground, but Close Combat really gets away from the whole resource collection and unit building grind that characterize so many RTS's. In Close Combat, you placed your men at the start of the battle, and knew that those were all the guys you were going to get, and you had to preserve, not only them, but their ammo, if you wanted to win. Highly realistic, but still fun.
  8. Breaking Bad and Sons of Anarchy are real good. Babylon 5 is a pretty decent scifi show.
  9. I have virtually no incentive to buy new games, unless they come from a trusted developer, like Valve or Paradox or the Total War folks. It's getting to the point where replayability is very low with new games. Moreover, very many of them are just reboots of older games; why would I pony up another $20-$60 for a shinier, slightly refined game I've already played the last three iterations of? Looking at the games I keep coming back to (original Colonization, Darklands, Civil War Generals 2, Rome & Medieval 2, Mount & Blade, the Paradox strategy games (Europa Universalis, Victoria, Crusader Kings, Hearts of Iron)), the common thread is that they have massive replayability. I've played some of these games for ten years, and I still find them entertaining. With an FPS or most rpgs, even *Craft/Command & Conquer RTS, once you've played it through, you're pretty much done, unless you want to wade into the cesspool of online play. Some of these games are real shoddy on the graphics end, by modern standards (find some screenshots of the battle mode of Darklands!), but they crushed the gameplay. I suppose there is no real incentive to make games of that kind of enduring quality, when annual shovelware will make money. P.S.: I know I complained about reboots, but, in nearly twenty years, how is it possible that no one has ever done an update of Darklands? I had hopes when Firaxis did Pirates and Colonization that Darklands might be next, but so far, no luck.
  10. Maybe I'm foolish, but I find it much less cumbersome to just sprinkle in printf's and perrors to watch what's going on, rather than mess with gdb. I commend you if you have the fortitude to learn gdb; most of my unix programming has been stuff for classes where I've only got a couple of days to churn out a largish assignment, where I already have to spend half my time teaching myself sockets, or pthreads, or what have you, so it's usually a question of spending the time learning yet another tool, or getting the work done. Hence, I'm still using the command-line, geany, make, and svn, rather than any of the fancier things. Your mileage may vary. Valgrind with --leak-check=full is really a godsend, especially if you're working in C, for pinpointing where things are breaking, and of course, for cleaning up memory leaks. Also, as I've found out recently, its good for figuring out if you have SIGPIPEs from trying to send to a bad socket mysteriously killing your programs.
  11. OpenGL

    One of the easier to follow OpenGL tutorials (which uses shaders heavily, only 2.0, I believe, though) is here: [url="http://duriansoftware.com/joe/index.html"]http://duriansoftware.com/joe/index.html[/url]
  12. It's been a little while since I coded up my utility functions for this, but if I remember correctly, there might be some trickery with different coordinate systems between SDL and OpenGL. I seem to remember having upside-down textures on my first go-round. [quote name='Treveon Maxwell' timestamp='1303350112' post='4801040'] OK! I'm attempting to load a Sprite sheet as a texture for use in OpenGL When you use glTexCoord2f you have to pass in the X and Y values as floats right? So I got to thinking I'd make a quick class that would do this for me. I'm sure I have the math right cause I tested my theory on one frame and it worked but well not so well when I printed the rest of the sheets values out to see if I was right... Anyways I assume the math is something like the frameWidth / TextureWidth for the top X value and frameHeight / TextureHeight for the top Y. You should add the frame height and width for the bottom coordinates..is that about right? If you have multiple frames and animations shouldn't I multiply those values by the frame/animation number? I hope that makes sense if not I'm gonna have to go into more detail I guess. [/quote]
  13. Has anyone used the new version of SDL (1.3, I believe)? I haven't had time to play with it much, but I noticed from the documentation that it looks like quite an overhaul. Good, bad, indifferent?
  14. Just use a couple big-ass spring traps. Not the cheapo grocery-store mouse-sized ones, but a genuine rattrap, the kind that will break fingers if you accidentally trip it, and thus will cause instant death for the little mousie. Sometimes the little cheap traps don't break their necks, so they're just pinned under, scrabbling away until you check in the morning. [size=2] [/size] [size=2]Use peanut butter on the trigger, they love that stuff, and its much harder for them to steal than cheese.[/size]
  15. I think I've figured it out... LessBread seems to be MIA...