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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.

xSharp

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  1. [quote name='alexwasik' timestamp='1355362691' post='5010039'] Are you serious?! Wow. Thank you. Thank you. Thank you. Something so simple.... Side question. I'm using Notepad++ to compose code. Is there any suggestions to another program that may help with error correction? [/quote] No problem. As far as programs go, you could try going the IDE route. Visual Studio with python tools or eclipse with the python plugin are a couple of options. They might help you out a bit, but probably not significantly. I tried Visual Studio and python tools before, but switched to sublime text 2 because sublime just seems so lighweight. Visual Studio really didn't seem to help me that much when looking for errors. Also, most of the time, I was looking at runtime errors from the program output. I think you'd be fine with just a text editor like notepad++ (or Sublime Text 2, which I recommend), and you'll learn to spot these things as you go along. Good luck.
  2. [quote name='Riphath' timestamp='1355353723' post='5010002'] Just looking at your code, you tend to comment things that almost don't need it. While it's definitely better to be over commenting, you also tend to name variables and other things really well, so some of those comments seem redundant. That may just be my personal taste, but consider putting more relevant information in the comments instead of just repeating what's already said in the names you've given. [/quote] The last game I worked on I didn't comment at all, so I am still a bit of a "comment noob". But I see what you mean, I did put quite a few useless comments on there. Well, that and I had to do a presentation and explain this to the class, so some of those I put there on purpose. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] If it was just for me to look at, I probably would have cut back a bit. [quote name='Riphath' timestamp='1355353723' post='5010002'] I kinda don't like this game, because I lost against the computer when I first played haha! Other than that, it seems really well done! [/quote] Well, I'm glad at least someone enjoyed the game! haha ;) Thank you for the input!
  3. Just from quickly glancing at it i see this... [CODE] screen = display.set_mode ((640,480)[/CODE] Looks like you're missing the last ")" on that line, which would probably cause the error. Hope that helps! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  4. [quote name='ultramailman' timestamp='1355308988' post='5009776'] Cool game. It looks pretty complete. Sound effects aren't too loud either, but I do wonder why it said I don't have a sound card. [/quote] Thank you! I thought the sfx were a bit loud, but I'm glad they weren't for you! As for the sound card issue, I don't think I had that problem, and I am not sure what would cause that. =\ [quote name='ultramailman' timestamp='1355308988' post='5009776'] Here are my opinions: 1. the fps counter in the title is kind of distracting... perhaps add an event to toggle it to appear/disappear on the screen? 2. So many "from import"'s... I don't think it is best practice to have too many of those, but perhaps it's just me. Other than those, I think everything is good. I didn't look too much into the code though. [/quote] 1. Ahh yes, that is a good idea! I was so used to it being there I sort of forgot about it. 2. I wasn't too sure about this part either, I just didn't want to have one huge file. But I agree, all the imports are kind of annoying! [quote name='miicchhii' timestamp='1355328237' post='5009866'] I would also say that the FPS counter is distracting, and its annoying always to click continue after a ship sank, But i think its done very well so far! GZ! PS: in my oppinion its not a bad thing to have all those "from import"s, better to read than when putting it all in one file [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Yes, I will have to do something about the FPS counter. I will probably add a toggle in like ultramailman said. I can see the clicking getting annoying. I might change it to do a short pause or was thinking of adding another pop up that will dissapear after a couple of seconds. Thank you both for the feedback, I really appreciate it!
  5. Hello everyone! I have been reading around GameDev a lot lately, and everyone here seems to give good feedback when people post their first project. I am hoping to get some feedback on mine as well. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I recently finished this game as a final project for one of my classes at college. I decided to do a battleship clone I call "Naval Commander". I used python 2.7.3 and pygame 1.9.1. I have finished one other game before while following a tutorial, but since I made this game on my own I really consider it as my first completed game, even though it isn't much. I was running out of time toward the end of the project, so I started rushing a few things and it may not look the best. I also just started using python this semester, so I probably didn't do a lot of stuff the most "pythonic" way either. I tried to comment a lot, so hopefully that helps. Among other things, I am hoping to get feedback on the design and organization of the code. I questioned myself with a lot of things like which class does what, or if I made too many or too few classes. I would really appreciate someone's view on that. I Included the source code, but the exe was too big to upload here. If anyone wants the exe, just let me know and I will upload it somewhere else. Any feedback will be much appreciated. Thank you for reading! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] p.s.: if you run the game, be warned the sound effects are kind of loud.
  6. Thanks for the replies guys. If it's not going to make a big difference, I'll just stick with the way I'm doing it as it's working out just fine.
  7. Hello everyone, I just started making a breakout clone and am working on collision detection now. The way I have it set up is that I have a ball class and within that class I have a method for collision detection with tiles. I have a TileEngine class and within that class I have a list of all my tiles. So I pass that list through the update method like so: [code] void UpdateBall(Ball b, GameTime gameTime) { b.CheckPaddleCollisions(paddle.cBox); b.CheckTileCollisions(tileEngine.tiles); b.Update(gameTime); } [/code] Within the "b.CheckTilesCollisions" method I have several other methods that are used and each of them require the use of the tiles list. This is 3 more methods that I pass the tiles list to. The reason I did this is to split up the code so I dont have just one huge method. So, my question is would it be more effecient to just make my tileEngine variable static and then get the tiles list out that way? Or is it better just to do it this way? Or is there a better way? (Sorry, a lot of questions) Thank you!
  8. Thank you for your reply nobodynews, I changed the high score file to store in that directory and it worked fine! Thanks again!
  9. Hey everyone, I thought I just finished my first game, but I've ran into a problem already! I am using a text file to hold the high scores for my game. I put the text file in the Content directory in my installer (I did not add it to the project in visual studio). The game installs in C:\Program Files\ When the highscore is updated, the high score file in Program Files isn't updated, but a new file is made and updated instead. This file is located in "C:\Users\[username]\AppData\Local\VirtualStore\Program Files\" Is there a way to stop this from happening? If not, what is a good alternative to using text files? P.S. I've tried xml, didn't quite understand it so I went back to text files... maybe I'll just try using xml again =\. Thank you for reading!
  10. Hi everyone, I'm currently trying to make a setup project for my XNA game and ran into a problem. I have the XNA prerequisite selected, but when I try installing it on a computer without XNA it will still install, but won't download/install the prerequisite. Help will be greatly appreciated, thank you!
  11. Hi there, For your mouse clicking problem i suggest trying this: if (mouse_inside_bounds) { if (mouse.LeftButton == ButtonState.Pressed && PreviousMouseState.LeftButton != ButtonState.Pressed) { //increment count } } Change the 'mouse' variable to whatever yours is named. The 'PreviousMouseState' variable is a global variable (you can name it whatever you want). Inside your update method add "PreviousMouseState = MouseState;". If you hold your mouse button down outside the button then drag it inside, this prevents the code from executing, it will only execute if you click inside the button. Hope that helps!
  12. Well that depends... what kind of language do you want to use? If you want to use c# and xna/slimdx than a windows machine would be your best bet. Otherwise either a mac or windows should work (such as for c++ or java). As far as internet browsing goes, such as facebook, both windows and mac can do that. :)
  13. Hello. A cool tool for audio that might help you is XACT (Cross-platform Audio Creation Tool). It comes with visual studio, it's really easy to learn how to use (google xact tutorials) and has different options for audio compression, which might help cut down on the size. I just learned how to use it, and I'm liking it a lot. Hope that helps!
  14. Thank you for your reply, Adam_42. You are right, I changed the firing key to the left shift key and it worked just fine. It's sort of annoying that the keyboard works like that, but at least I know what the problem is now. Thanks again to both of you for your help!
  15. I've been looking for a tower defense tutorial in XNA, I'll definitely take a look. Thank you!