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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 JonBonazza

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  1. 93 on a math logic exam? Ill take it.
  2. Doing some much needed organizing on both my bookshelf and my desktop's filesystem.
  3. Man, I get invited to all kinds of crazy events across the US that look fun as hell. Why can't a fun sounding event like them pop up around here?
  4. I am done with VS2010. Although it's convenient to use on Windows, it is so riddled with bugs and "its own way of doing things" that it makes compiling anything not written with VS2010 (which is just about everything out there) a pita. Take the luabind library for example. I spent literally 8 hours yesterday trying to get it to compile with VS2010, then finally gave up and switched over to Eclipse using the Cygwin GCC compiler and boom. Compiled on the first go.
  5. Probably the only time Ill ever Google "boost eclipse" and not want something related to cars.
  6. Hmm... I seemed to have figured it out, though not really sure why it didn't work before. What I did to fix it was move the world initialization out of the scene manager's ( I know, I know. The name is bad, but w/e) constructor and into the Start() method which is called at the beginning of a scene. I do have one more question, however. To be sure I am doing things right, Box2D considers the center of the window as the origin, correct? So, if I had an 800x600 window, then the origin of the physics world in pixels would be (400, 300)? I know that Box2D works in meters and not pixels, but I want to be sure I have the origin correct for the conversions.
  7. I actually Am calling world->Step() inside of the while loop at the bottom. With that said, I found the problem, which was very stupid. when I called world->Step(), I passed 1/60 as the first parameter and since 1 and 60 are both integer literals, the result of the division is also an integer, which in this case would be 0. After changing that to 1.0f/60.0f, It worked. After I got that working, I went on to make the same corrections in my project, but it's still not working. I even went as far as to temorarily change the b2FixtureDef and b2BodyDef settings to the same ones I used in the working example, and to no avail. I would provide some code, but everything is spread across so many different files that I don't think you guys would want to mess with it. I'll continue to try to debug and keep you all updated with my findings. If I really can't figure it out after a few days, I'll post the code and hope for a response as a last resort.
  8. Ok, so I set out to add box2d to my project, but I couldn't for the life of me get it to work. After hours of frustration, I decided to try to run the hello box2d from the documentation, but when I do, the body's position doesn't change, even though gravity should be taking it's tole. my code for the hello Box2d looks like this: [code]int main() { b2World world(b2Vec2(0.0, -9.8)); b2BodyDef bodyDef; bodyDef.position.Set(3.0, 3.0); bodyDef.angle = 0.0f; bodyDef.type = b2_dynamicBody; b2PolygonShape shape; shape.SetAsBox(10, 10); b2FixtureDef fixtureDef; fixtureDef.shape = &shape; fixtureDef.density = 1.0f; fixtureDef.friction = 0.3f; body = world.CreateBody(&bodyDef); body->CreateFixture(&fixtureDef); while(true) { world.Step(1/60, 10, 8); std::cout << body->GetPosition().y << std::endl; //world.ClearForces(); } }[/code] What am I doing wrong?
  9. Just finished mass effect 3. Couldn't get the "perfect ending" because I didn't play any MP, but holy crap... I think this game goes down as best endings in game history... even the 4th best ending (3rd if you don't count the "secret ending" for beating the game twice), is phenomenal.
  10. Considering dropping Netflix in favor of Hulu...
  11. damn, my hosting service is running slow today.
  12. Ok, my car friends. I have an spare turbo that I want to take apart and make into a home decoration (kind of like the turbo toilet paper holder), but not sure what to make. Suggestions?
  13. Most programming languages give you enough rope to hang yourself. C++ will tie the knot and put it around your neck.
  14. [quote name='Johnsknees' timestamp='1329090476' post='4912384'] I'm sure unity supports this? [url="http://lmgtfy.com/?q=unity"]http://lmgtfy.com/?q=unity[/url] [/quote] Unity will do what he wants, but it is by no means Open Source. If that is a requirement, then that excludes Unity from the possible candidates. EDIT: To more answer your question, I don't know of any engines that are open source AND support the feature set you need. Is open source really that necessary? If so, why?
  15. People who claim that they will never use math in the real world, are those same people who dont understand math.