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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.

Thekill473

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  1. Try looking at voxels and then go onto YouTube and lookup star forge. This looks like what they've done in rf2.
  2. @BeerNuts Yeah that's pretty much what I had except I called it Y-Levels... Up down I dunno the name made sense in my head. XD but I'm glad someone else had the same concept.
  3. But what would happen if I wanted objects that the player could walk over but also go under. for example a bridge. because one of the cities in my game is going to be pretty vertical.
  4. Well for awhile now I've had a physics/tile engine in mind but only until now I've found an example. So I was wondering how would I accomplish something like this: [url="http://www.youtube.com/watch?feature=endscreen&NR=1&v=QtaRXDC-C4M"]http://www.youtube.com/watch?feature=endscreen&NR=1&v=QtaRXDC-C4M[/url] so far I've set up a system where the map is made up of Y-Levels much like stories in a building and then each Y-Level has layers to place different tiles on. Would that system work for something like this or has anybody got something better in mind. Thanks for reading.
  5. Umm what lol. None of that made any sense at all. Please try and compose your post into a neater format.
  6. OK Ive figured it. Annoyingly it goes through the properties instead of the actual variables so if the property doesn't have a set method it won't right.
  7. because I've got variables that aren't null and all have values right up unto and even after serialization but in the file only some of the variables are written. And i cant find anything the written variables have in common.
  8. Before i start a big post on my issue, Is there any reason whatsoever that some variables would be excluded from being written in xml serialization in xna.
  9. Hey I thought i might actually start paying attention to twitter and posting game updates there. Check it out! [url="https://twitter.com/thekill473"]https://twitter.com/thekill473[/url]
  10. Aha I think I must've skipped a chapter in my book that said it automatically passes parameters as a ref. Thanks for the clear up guys.
  11. Well your probably not using c# or xna but there's still some good concepts hidden in here. http://xnagpa.net/rpgtutorials.html And c# and java are like brothers from another mother. So it shouldn't be to hard to read.
  12. Well basically I just needed to be able to fiddle around with multiple things in the owner class. But net's solution worked perfectly.
  13. Thank you Net Gnome your a life saver man. And thanks everybody for taking the time to read this.
  14. Well this post is much more clearer than my last help post I hope. Basically is there any workaround to pass [b][i]ref this[/i] [/b]as a parameter. To a class members function.
  15. You could make some top notch arcade games pretty easily using Game Maker. You can combine drag and drop development with its built in programming language(GML). It's very well documented and basically spoon feeds you programming if that's what your looking for.