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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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  1. I am looking into my options for sound and music on a project I am currently working on. I would like to have all the sound effects complement the music if possible. The problem is that I know absolutely nothing about music. Im hoping that someone here can point me in the right direction. I guess my question is how do you know what sounds go with other sounds? Are there any tricks or universal rules I can take advantage of? I found [url="http://www.sembeo.com/media/Matrix.swf"]this[/url]. It sounds good no matter what you do. You can not make it sound horrible. How did they achieve this? Any insight on this matter is greatly appreciated. Thanks! =)
  2. Is it possible to pass a self parameter to lua from the c++ side? Also so you must make a global function for each of your lua classes? Edit: Your post convinced me to play around with is some more. I managed to get it to work with aggregation but I cant get inheritance to work. In lua I have: [code] class 'Derived' function Derived:__init(userdata) self.gameObject = userdata userdata:setName("name set from lua") self.gameObject:printName() end [/code] That works just fine. I can access my game object through the lua "gameObject" field. But does anyone know why this wouldnt work: [code]class 'Derived' (GameObject) function Derived:__init() self:setName("name set from lua") self:printName() end[/code] I read somewhere that you can use super to call the base class constructor. That throws errors. I tried directly calling __init and that throws errors as well. EDIT: I was wrong, it doesnt work as I previously thought. I can edit the data in the constructor but I cant call any other functions from the lua object even though i set "self.gameObject = userdata". I must be missing something...
  3. After searching exhaustively for the answer to this, I have found no results. I have decided to ditch luabind and create my own structure for binding classes on top of lua. If anyone has any suggestions or resources let me know =)
  4. Hi, I want to have a class representing a game object and I want to be able to have access to it from both lua and c++. Right now I parse my scene file and call this code to create objects: luabind::object myObject = globals(L)[name]["__init"](); GameObject *gameObject = luabind::object_cast<GameObject*> ( myObject ); This does call the luabind object and return the game object. I have verified this by changing the "name" value in my lua constructor and printing it out in the GameObject update function on the c++ side. The problem is I dont know how to continue to call lua functions on this object. Does anyone have any ideas? EDIT: So since the lua __init function called above can change members on the game object, I have no idea why this wouldnt work: luabind::object myObject = globals(L)[name]["__init"](); myObject["update"](); Calling update makes it crash. And if i call update in the constructor of the derived lua class, it calls the c++ GameObject update D=