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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.

Firetaffer

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  1. [font=lucida sans unicode,lucida grande,sans-serif]Thanks everyone![/font] [quote name='Servant of the Lord' timestamp='1335814985' post='4936161'] How does collision detection work with non-cube 3D models in a complex world in a 3D game? They don't bother checking collision for every little triangle that makes up the 3D model, until such precious is needed. For 2D images, you don't bother checking per-pixel collision until you need such precision. You can check a generic axis-aligned rect first and only if it passes that rect, then you check per-pixel or per-triangle ([i]if[/i] you need it). [/quote] That's understandable, I read something the other day about how some collision handling is used with the bisection method, until they really need per-pixel precision. Also the editor looks nice, I had been messing around with Tiled before thinking about this and (quite obviously) it was tile based. [quote name='BeerNutts' timestamp='1335821307' post='4936185'] Basically, you'd assign some geometric shape to objects in your game, and use a 2d physics engine to handle all the collisions. So, some objects might be a circle, line, rectangle, or other complex polygon.[/quote] [quote name='lmbarns' timestamp='1335803337' post='4936122'] That snuggle truck game looks like the curves are pretty straight other than the joints. Like, there's curved ground but it has straight posts above it rotated at different angles. The tops of the mounds are fairly flat. In a html5 game I made I did really simple collision based on bounds of the object's image being drawn (x+width, y+ height), then could stack/rotate them however to make a terrain like that truck game at least. You could easily build a collision framework and draw a nice clean hill graphic on a layer above to make it look pretty. I imagine it would only be faster with a faster language than javascript. [/quote] So when you come down to it all the objects are just made up of bounding boxes (or spheres)? That makes sense. I [i]think[/i] I have a decent grasp on how I would achieve this, however on the subject of collision I have a rather silly question: which is how do I tell which side of the object my player has collided with. Even with tiles. What I am doing is checking to see if player.x is within the x boundaries of the object, and the same for y. However I am not too sure on how to tell whether my player is colliding from the top or the left for example, so I don't know which velocity, dx or dy, to stop. So some pseudocode: [CODE] # With each object being a tile. If player.x > object.left && player.x < object.right && player.y > object.top && player.y < object.bottom then dx, dy = 0, 0 end [/CODE] I do feel silly for asking this but I guess it's the beginners forum so here I gooooo!
  2. [font=verdana,geneva,sans-serif]How would one go about developing such a system?[/font] [font=verdana,geneva,sans-serif]I have an understanding of how to create a tile based map system using 2D arrays however how would a system such as the one in (off the top of my head) [url="http://www.pocketgamer.co.uk/artwork/na-jvvf/snuggle-truck-2.png"]Snuggle Truck[/url] or [url="http://cdn.steampowered.com/v/gfx/apps/26800/0000007899.1920x1080.jpg?t=1321576080"]Braid[/url] be created?[/font] [font=verdana,geneva,sans-serif]More specifically how would the collision detection work with these non-rectangular shapes, since I am under the assumption that I should be able to load up an image into the game and someone get the player or an object to collide with it somehow.[/font] [font=verdana, geneva, sans-serif]Thanks in advance. [/font][font=verdana, geneva, sans-serif][img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img][/font]
  3. I don't mean to be a party pooper, but $50 for 60GB seems stupidly cheap. I have to pay [url="http://i.imgur.com/0oHlj.jpg"]$100 for a 40GB plan[/url], and isn't New Zealand supposed to be a first world country? I have to agree, prices are out of control. I used to live in Singapore where it was unlimited, I thought the whole world was like that, but since moving here it has all changed. And the thing about my internet, I am paying for what was supposed to be a [b]20GB[/b] plan. However Telecom (my provider) gave us double when my family tried to move to another provider. Woopie! Oh, wait, we're still [i]Shit. [/i]I hope that something gets done about this, the prices are just plain unfair.