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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 SpyderMK7

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  1. Depending on your OS it could be the new windows update that is corrupting Courier New and other fonts.   http://answers.microsoft.com/en-us/windows/forum/windows_vista-windows_update/kb3013455-ms15-010-causes-font-corruption/8640d38d-19bd-46b6-9af0-6213c05107d3
  2. I used to feel the same way you did until one I came across a quote:   "The only thing standing between you and your goal is the bull$#@% story you keep telling yourself as to why you can't achieve it"  -Jordan Belfort   I'm not saying the author of the quote should be your role model or anything but for some reason that really struck a chord with me so I printed it out and taped it below my monitor.  Every time I feel a little unmotivated my eyes drift automatically (now) to that quote and I quickly realign myself to task.   So not to put it rudely but I see a bull$#@% story you seem to be telling yourself and it looks like you are trying to tell us, maybe even trying convince us, to tell you, you don't have time, you should quit, or this might not be for you.  But I read your story, and see one not so different from mine, and I say what's really standing in your way?
  3. I would still use descriptive names and make it a habit.  In 2-3 years when you revisit this code, (even if you think you never will, trust me you will) you will be able to quickly figure out what you were doing because you won't have to guess what variable names were supposed to represent.
  4. In C++ you would probably use something like a vector with 6 elements.  Then just fill your vector with instances of the Pokemon object. In C# you would do the same thing but I believe the proper container is the ArrayList.
  5. I think this is a common problem and the best thing to do is slow down. I know probably not what you wanted to hear. I'm not familiar with that book but I'm sure it's probably like most other language books. So what I'd recommend is as each new topic is introduced work through the sample code and problems no matter how trivial they seem. The primary reason being that you may be assuming that topic is easier than it is and when you start working with the code you quickly discover that there is a piece, maybe only one line that doesn't work like you thought. Through these trials and tribulations of working through the code your brain absorbs the information better allowing you to apply/recall it more easily.
  6. Change it to #include "ScreenManager.h"
  7. First off let me say I have pretty basic knowledge of C++ and I'm pretty much a beginner in general, but my guess is if you want to do this what you need to do is have a way to escape the loop. For example if your menu is 1 - Add Game 2 - Remove Game You need to have something like: 9 - Quit Then you can have your do loop do something like do { stuff; } while ( userAnswer != 9);
  8. Hello all - I had a question about operator precedence in Java. I'm reading Java: How to Program by Deitel and Deitel 9/e. In this book they have an appendix on operator precedence and something doesn't make sense to me, I was hoping someone here could clear it up. I understand the order of almost everything except where they have listed postfix operators as the highest precedence. If this is operation happens afterwards why is it listed as highest precedence? Thanks ahead of time for the answer, ~Mike