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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 daydalus

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  1. Some people will sell raw assets (sounds, sprite art, 3D models, textures).  Others will sell plugins or development tools that can be used (Unity, etc).  
  2. Have you checked this tool out: http://www.bfxr.net/ Pretty useful for making lo-fi sounds, including effects like Bit Crush
  3. Check out this blog written by Ben Kane - [url="http://benkane.wordpress.com/tag/the-great-porting-adventure/"]http://benkane.wordpress.com/tag/the-great-porting-adventure/[/url] He was in the same situation as you - wanted to port an XNA 4.0 game to iOS. The blog goes through the various steps he took to port his XNA Game (DLC Quest) to iOS. Should get you started -
  4. This actually sounds a lot like Dwarf Fortress. Incredibly complex, represented with ASCII characters, only for the hardcore. Good luck with it ;)
  5. You may want to check out the game Gish, by Edmund McMillen. Apparently it's now open source: [url="http://crypticsea.blogspot.com/2010/05/gish-open-source.html"]http://crypticsea.blogspot.com/2010/05/gish-open-source.html[/url]
  6. [quote name='Retsam' timestamp='1299677777' post='4783537'] The message I'm getting here is that I should just learn OpenGL, which I suppose I can understand. Is there a way that I can do this in Java, rather than C++? (Or rather, the best way, I assume there are a few options) Also, one reason I had shied away from using OpenGL was that I was mostly intending to use sprites, and I've always imagined OpenGL to be more for modeling rather than for using preexisting graphics. Is this just a misconception, do people use OpenGL for that? Or am I looking at this the wrong way? [/quote] I think a lot of purists will tell you that you need to learn the low level stuff first. No, you don't. The great thing about High level languages is you don't need to know the low level stuff. You can treat the graphics pipeline like a black box and focus on building your game. The worst thing that can happen is you get frustrated trying to do something simple like draw a polygon on the screen and you never get around to building the actual game. Try out something like PyGame or XNA or even Flash - you don't need to worry about rendering the low level stuff, and the game loops are baked in. Plus there are plenty of tutorials out there.
  7. You can also use Control-F5 to Run instead of F5 to Debug. It will leave the Console Window open after the program completes.
  8. Some pretty good articles here: [url="http://pcg.wikidot.com/"]http://pcg.wikidot.com/[/url]
  9. Thanks so much, this is really awesome!
  10. One reason to abstract your sounds into their own class (or at least play them through an interface) is so you can have Options to disable or change volume of Sound Effects. It's fine if each entity "owns" its own sound effect asset (rather than having a central library of sounds), however, it may be more coding work if you want to rip out / replace sound effects down the road
  11. Does Lumi have curved surfaces? I think it's tile based with really well-done art. Basically, if its not tile based, then you can go with Vector based: http://stackoverflow.com/questions/2656943/2d-platformer-collision-problems-with-both-axes
  12. If you are using XNA, you can always use the Curve class. You can use this to "normalize" the curve to your x and y coordinates Iterate through the Sin or Cos function to specify your CurveKeys. Or you could oscillate your velocity to positive and negative values, then put a clamp on it so you don't go faster than a set speed. I can post some code if you still need ideas -
  13. One way to do it is create an GameInput class that abstracts what the player presses on the controller into useful DataTypes. You can have two data types - PrevGameState and CurGameState. In each game loop, set PrevGameState = CurGameState, then update the CurGameState. You can have a class called Button that has a few properties (Pressed, NewPress), which are determined using some logic and CurGameState and PrevGameState.
  14. In XNA 4.0 they changed the way the default SpriteBatch does alpha blending. It now uses Premultiplied alpha, which means you also have to change the RGB values to get "fade" effects. More explanation here: http://blogs.msdn.com/b/shawnhar/archive/2010/04/08/premultiplied-alpha-in-xna-game-studio-4-0.aspx