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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 DarrenHorton

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  1. Just making a quick download of Battle Field 3 for PC. A 15GB download in 5 hours is not funny. Let's hope the game is good.
  2. Yes 3D Buzz is worthwhile the man went into mind numbing detail in the C# XNA game tutorials, I don know about the other languages they offer. TBH 3D Buzz made the whole experience easier and you can take baby steps. If you havent done already take a look at the sample tutorials they offer, so you can judge the content. Beginners tutorials I found for XNA were difficult to find on the internet, so I would recommend you give 3D Buzz a try.
  3. [quote name='Cdunn-1999' timestamp='1331253164' post='4920545'] This is probobly a noob question, but I looking for some advice on how I can get a good grasp on game programming in C#? Are there any DVDS or books anyone could recommend me? Ive only messed around with a couple other languages and C# really interest me so I chose C# as a first language I would learn. I dont really know where to start so if anyone could point me in a good direction that would be great. [/quote] [url="http://www.3dbuzz.com/vbforum/sv_home.php"]http://www.3dbuzz.com/vbforum/sv_home.php[/url] [url="http://www.learnvisualstudio.net/"]http://www.learnvisualstudio.net/[/url] [url="http://www.csharp-station.com/default.aspx"]http://www.csharp-station.com/default.aspx[/url] [url="http://www.dotnetperls.com/"]http://www.dotnetperls.com/[/url] C# For Dummies is a good book, as well as Microsoft Visual C# 2010.
  4. Take a look at [url="http://www.3DBuzz.com"]www.3DBuzz.com[/url] there's lots of gamemaking tutorials for beginners in C++ and C#/XNA.
  5. You can call .ToString() on any object. [url="http://msdn.microsoft.com/en-us/library/system.object.tostring.aspx"]http://msdn.microsof...t.tostring.aspx[/url] Here's an enum.ToString() webpage. [url="http://www.dotnetperls.com/enum-tostring"]http://www.dotnetperls.com/enum-tostring[/url]
  6. [quote name='Slateboard' timestamp='1330357701' post='4917020'] Would you be referring to their paid videos? Or the free ones? [/quote] Click on C# and take a look at the videos. You can have a taster session looking at the free C# videos. 3D Buzz is the only website I know which gives in depth C# beginner game tutorials walkthroughs. Of course you have to pay as the videos are long. Learn Visual Studio .Net is good for learning C# but is not free.
  7. [url="http://www.3dbuzz.com/vbforum/sv_home.php"]http://www.3dbuzz.com/vbforum/sv_home.php[/url]
  8. Normally C# keyboard state goes like this. KeyboardState keyboardState = Keyboard.GetState(); if(keyboardState.IsKeyDown.Keys(Space) && previousKeyboardState.IsKeyUp.Keys(Space) { then do stuff. } KeyboardState previousKeyboardState = keyboardState; previousKeyboardState stores the keyboardState from the last update cycle. You will at least wanna make previousKeyboardState a class field so the previousUpdates keyboard state is persistent in memory. As update in Xna is called 60 times per second usually this is why you need the previousKeyboardState keyUp check to prevent the if block from being constantly entered upon the key press.
  9. I dont know C++ howver I know they are in C#. Surely a search of "Pointers in C++" will yield the webpage though.
  10. The best beginners C# game programming tutorials are at 3D Buzz.com. You will have to pay but the video tutorials are crystal clear. Searching for a beginners tutorial on the net is difficult because they all employ OOP concepts.
  11. IN C# it is for an infinite loop the break and return statements are how the infinite loop is broken out of.
  12. You can do Bounding Sphere collision detection for the balls and bounding box to bounding sphere for the ball to paddle if you dont know what they are type them in the IDE and highlight and hit F1. Here's a link for Bounding volumes collision. [url="http://msdn.microsoft.com/en-us/library/bb313876.aspx"]http://msdn.microsoft.com/en-us/library/bb313876.aspx[/url]
  13. Theres a MSDN article on this here http://create.msdn.com/en-US/education/catalog/sample/chase_evade you can download the source code and take a look BTW the spritebatch call takes a rotation in float radians you can convert from radians-to degrees via the MathHelper.ToRadians();
  14. A Class is really a classification for an object. You could have a Base Animal Class, with derived Mammal/Human/Rat/Cat Classes. In the class you have everything you need to use your class object. As in a Human class would describe more functions than the Rat Class. To get the objects to interact with each other you would pass a class object as a method parameter, or loop thru a list of say rats to check if the human can see them. http://msdn.microsoft.com/en-us/library/ms173109.aspx
  15. [url="http://blogs.msdn.com/b/shawnhar/archive/2007/07/25/understanding-gametime.aspx"]http://blogs.msdn.co...g-gametime.aspx[/url] The above blog talks about XNA Gametime. All of the games updating is done via update in one form or another. In fixed step this is called 60 times per second. For a method not to be called so often you would have to write an access condition. At the moment my beginners game gets choppy because I have 3 objects each, calling a method which checks a number of things. So in the end I have to rewrite the checking condition. It's probably better to check based on the characters position whether a collision is possible. Obviously I dont know your game but perhaps just look at it on the screen and try and determine the conditions under which a method should be accessed.