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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.

Pufixas

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  1. So yesterday I published my second game to Google Play Store, and I just wanted to thank you all guys for helping, supporting and entertaining me while I was in the process of development. Although my game isn't very technically advanced and doesn't have a deep story behind it, I still had to put a lot of work into it, perfecting, and polishing out every bug and imperfection. As it's my second release, I hope it will do better than my first one which only got 1000+ downloads (which is still awesome).    Anyways, without you guys, this wouldn't be possible for me. Although I was lurking here most of the time and did little posting, I still experienced the deep connection you all guys have here, and this connection is what kept me going. So again big THANK YOU, for every single one of you. I hope that you guys stay the same throughout the years :)   So without further ado if anyone is interested in my game, it's called "Sqaurie" and you can find it on Google Play Store. I would be happiest person on the planet if any of you would try it out and gave me a little bit of feedback.   THANK YOUU!
  2. Too bad there's no Unity Web Player for linux. So I can't play :/
  3. This still involves technology, but I build my own Quadcopter. Of course you need to program it, but it's more work to build it. It's fun.
  4. Right on my birthday haha.   Anyways, congratulations. I wonder how long have you been a member of this site? Your profile says you joined in 2007. But from your performance it looks like you've been here for much longer.
  5. Seriously, these questions are getting pretty annoying. Use what you are most familiar. It doesn't really matter. As long as you are skilled enough in any of the mentioned tools, use it. There's absolutely no difference what programming language you are going to use. People playing your games won't care how you made them, they only care if it's fun. So less posting stupid questions, and more work. There's a lot of work you have to do. Good luck.
  6. You're probably not going to do games with crysis like graphics, so GPU is not all that important but it should be fairly modern. I would recommend laptop with atleast discrete GPU. But I think for me the first thing to look in laptop is it's screen resolution. Because I have a laptop with 1366x768 screen resolution and it sucks for programming, I can't fit anything on screen. Even if I open my IDE in fullscreen I still need to constantly adjust the side bars or and toolbar's size so I could fit more code on screen. Get a laptop with 1080p screen. It will be bigger, but much better for programming. If you are going to compile big applications/games then get a laptop wtih SSD, because it will reduce compile time.   There are other nuances when choosing a laptop, but that's all time I have for now. Good luck.
  7. Actually in modern high-end GPU's you can render billions of triangles.
  8. The things is mars is more resourceful. You can extract water from it, it has atmosphere, it has better soil, and the temperatures are not so extreme compared to moon.
  9. How are we supposed to know that without seeing your code? Maybe you are calling glDrawElements/glDrawArrays after every triangle, maybe you have old drivers, maybe you are doing many OpenGL state changes. Many things could be wrong, but you are not helping yourself. Show us code, or give us more info.
  10. Thats great then. Thank you for the link, it should be really useful. :)
  11. That's great and all. But do you really want to do this? You do know that you will not be going back to earth right? Well, if you already registered, and even got to round 2 you must know that. I'm not trying to talk you out of it. But I'm little concerned. Could you share little bit more info with us? This is interesting stuff. I would like to know more about this, and more about this project. I wish you good luck and good health :)
  12. Very quick question here. I tried searching for it on google, but I can't find direct answer, and my debbuger is acting weirdly for some reason.   So I don't know if I'm right or not, but am I correct saying that CALL opcode pushed return address onto the stack, and goes to the specified routine? While RET opcode pops that return address from the stack and returns back to where CALL left off?   Thank you in advance.
  13. I had the same problem. And I have some links for you that might help.   This is an overview of android build system: http://developer.android.com/tools/building/index.html   This one is for creating/managing android applications: http://developer.android.com/tools/projects/projects-cmdline.html   This one is for building/running apps: http://developer.android.com/tools/building/building-cmdline.html   But I realized that if you are making larger projects, you will want to use all the help IDE and android tools can offer. The intergrated Dalvik Debug Monitor Server is very handy, also intergrated Logcat and all other cool stuff makes developing a breaze. Imagene how many console windows you would have to have opened for one application. Anyways, I still don't like developing for android that much, it feels more like scripting with the java and not actually programming because of all the abstraction from hardware and that kind of stuff.   So I hope those links will help you out.
  14. Yes, there is.   Yes, you can.   There is no point in building new obj file. You can draw it dirrectly.   But I don't understand what do you exactly want to do? Why does the method only take width, height and depth? Don't you need to specify the coordinates at which the wall will be build? As I understand this would be 3D wall because of the depth component. So it should be as simple as drawing a scaled cuboid. You do know how to draw a cube right? If you do, then we have no problem.   Could you give me a little more details on what exactly is your problem? Do you use OpenGL ES 2.0, or 1.X? How have you implemented your rendering system? Sorry for being not very helpful.
  15.   Who the hell compares how good of a programmer/engineer someone is by their web development skills? Seriously, it doesn't take much to become web developer.   Anyways, best living engineer huh? I would say something like John Carmack or Linus Torvalds. The latter one, programmed UNIX clone in machine code, that's pretty damn impressive. I think most of game programmers now are inspired by John Carmack, I saw few documentaries about his work, I was impressed to say the least.