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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.

davethecross

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  1. This seemed like the most relevant forum to post this:   I'm starting a game that will be two player split screen, and I want to know how to do it the most optimally.   My first thought was to use two canvas elements side by side, but it seems too sloppy; especially when dealing with things like a menu screen when there is no split screen showing.   I was wondering if there was maybe a built in way to deal with this, or if not what should the pseudo code roughly look like?   Thanks for reading
  2. Hey Gamedev, To put it gracefully, I'm trying to draw a line from my character to the nearest tile in the direction he's facing. I found out that this can be achieved with a voxel traversal algorithm. The one I'm using is in this tutorial: [url="http://www.metanetsoftware.com/technique/tutorialB.html"]http://www.metanetsoftware.com/technique/tutorialB.html[/url] near the bottom of the page. I've attached the pdf of the actual algorithm as well. Everything has gone fine and I have it running. Once the calculation has finished, the algorithm leaves you with the x and y coordinates of the tile(or voxel) that the line should stop at. This is all well and good, but I'm missing the final step. What are the final x/y coordinates for the end point of the line that I want to draw? It must be very obvious if they felt like excluding it in the pdf, but I just can't figure it out. To clarify some possible confusion, I have the x and y of the tile(aka x*tile size,y*tile size will give me the in game coordinates) but I want the x and y of where the line should stop after it hits the tile. Thanks for reading Dave
  3. Everyone saw drawsomething sell for 200mil and are here to make their fortune. Seriously though, I'm curious myself.