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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 Pashbee

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  1. Hi there, welcome!   Where do I start?   This question get's asked a lot on this board. You must read the FAQ here.   Decide what you find fun in game development early on. Is it the technical side, the programming and prototyping? Is it art direction or audio direction? Or something else entirely? Id actually strongly recommend trying a bit of everything to begin with. Then you might discover what you really enjoy doing with game development. Check out different programming languages, technologies/engines and give it a go. Obviously, fitting your future education around this now, is a very good idea.   Learn, learn, learn and learn some more. Prototype games and ideas. You should have a repository full of prototypes one day. If you then believe in an idea enough, you may take it further, which is fantastic. Never be afraid to prototype ideas with cover art or even just rectangles and circles. For example, I created a Terraria style world block system in love2d here. It looks terrible right, but gave me an idea of how to build it and how I might use this idea in the future.   What else do I do to get started?   Very few people in game development have the skillset to do absolutely everything as a one man band. I really recommend networking as soon as possible. The ability to get on well with like minded individuals, is actually more valuable than being a superstar at any given discipline. What do I mean by networking? Find out about events for game developers and where like minded individuals congregate. You should get yourself a portfolio setup, a repository of examples and demos. Talk to people, see what they find interesting and whether you can team up.   Learn, learn, learn and learn some more. Prototype games and ideas. Did I say that again? Yes I did, and with good reason. The sooner you start to produce stuff the sooner you learn how to put a game together from start to finish. This becomes invaluable quickly because you recognise how to keep a project on track.   I am not going anywhere fast, help!   Game development is not easy, and if it were, I am sure many others would do it. You will have days where you wan't to throw stuff about because you can't work this little problem out, you will literally be ready to give up on other days.   The reward is that people will be playing games you have created, you will see your ideas and contribution in the flesh. Games are now referred to as art by higher powers and they are art. Games invoke empathy in all of us and if you have an idea in your head that you really want to implement, go ahead and do it straight away! That idea could potentially become the next inspirational game.   I know that doesn't contain all of the information you may need to get started, but I hope it helps you understand that you need to look around and find what you wan't to do in game development.   Best of luck and keep us updated!    
  2. I use TortoiseGit and GitHub for my upstream repo. Its easy enough to setup and there are guides on youtube etc on how to do it. I would suggest you always keep another manual backup as well because of the nature of the git workflow systems. I usually write some powershell scripts or bash scripts to do file copies to my storage device daily. Probably seems overkill, but having a practical backup solution is a good idea.
  3. Totally agree with 3Ddreamer. Honestly, people will discuss the best beginner languages all the time (this forum is flooded with discussions). The truth is, just getting started with anything that gives you a quick turn around, and a solid learning experience, is your best bet. I have been scripting, programming, drawing, designing for 12 years in some shape or form. I have made games/software using, paper, pens, elastic bands, turbo pascal, Flash AS, C++, Java, Python, C#+XNA and pretty much everything in between, even dabbling in DOM with HTML5/CSS and Javascript. My conclusion - I dabbled way too much at too many points, and the best tool for the job is the tool that you learn to use best, not what others say is the best tool. Naturally, like chosing a wrench in your toolbox, you need a bigger wrench for something that is harder to move, but dont be concerned by that from the beginining, just start making games. If you really want to learn game programming (remember the disciplines of creating games are many and all very important in some respect), and the principles that will need to be learnt, to be effective, then yes, a language like Java, really is your best bet. When you start to get really good at these principals and your development lead comes to you, and says, "make me something that works really fast, because it has to.", all of a sudden your chosen tool (Java) might not be the best tool for the job, BUT, you look at something like C++ and you think, well actually - I know OOP, I know frameworks, all of a sudden, this alien language, looks a little more readable to you because youve read something at a higher level (higher - meaning more English). Conclusion: pick something that is easiest to learn FOR YOU, make games. I hope to start a youtube video series (in the new year), helping new comers to programming, scripting, game design, and assistance to overcome some of the early questions about this stuff. Hopefully it might be useful and fun. PS: What I use at the moment going into 2013 - Codea IDE with LUA scripting on the ipad (been using for a few weeks) - why? Because I own an IPAD and lua is a very clean programming language. It allows me to prototype extremely quickly. Create a sprite in sprite program, save, load into codea, get it bouncing around the screen. AND Game Maker Studio. Being able to create a game in 30 minutes by dragging and dropping actions and events or deploying some structured scripts is priceless. Also, my brother has become keen on using Game Maker, making it easier for him to pick up and make games without having any programming knowledge.
  4. Hi and welcome, I can see you mention you have a portfolio and thats good. If you havent already --> Get yourself a good sketchbook setup on conceptart.org and a portfolio to showcase your work (ie deviantart). Id honestly say for now - bypass working on your ideas and your projects, you probably dont know enough already to get a mod team together or know what to ask coders to produce for you to put things together. Look around on moddb indiedb websites for any projects recruiting artists so that you can work to other peoples ideas as well as your own. Im not saying drop your ideas entirely but just put them on hold and gain experience in working in indie mod teams so you are used to producing concept art and game assets for a group project. That will also give you contact with programmers and sound engineers etc. Good luck and post back with any further updates. Pash
  5. [quote name='Farbodkain' timestamp='1352826535' post='5000615'] [quote name='Pash' timestamp='1352821547' post='5000602'] No offence but posting on a forum board will not always honor a response from the members of said forums, especially when you cannot see the formatting of a question before counting it as a view post. You want to be a game programmer. Well, you're in the right place and that's a good start. Did you do any research on why you want to use C++, or did you just take someone's advice as a golden rule? What can you tell us about game programming with C++ or programming with it general? What about compared to the languages you mentioned that you have experience in? Answer those questions for us and then people will understand your learning path and assist you further. Cheers, Pash [/quote] first of all thanks. Second of all about those question you asked.1.yes i take advice from someone and start to learn C++,and i can't tell you anything at all about game programming With C++ because i don't have any clue and knowledge in this field. about question 2.i don't know which of those language i said, what capability had in Game Fields and as i said before i don’t have expert skill of those Language. Maybe right now my skill about C++ so better other than those language. i create this topic because i want to assure this is right path i choose and i want to know what is best option for me in next step so i create this topic and hope someone help me to figure out. and lack my information in Game Development issue Because of my country. Oh thanks BaneTrapper for your Mean post.oh i'm sorry for waste your precious time and im so sorry of all gamers In World becuase i take time of DAVID CAGE. [/quote] Sorry, I'm now confused by what you're saying. So you don't have experience in those other languages? Have you read the stickies in these forums? In all honesty you can't ask people to help you if you haven't at least done some groundwork yourself. Re-visit this post after you understand why you are going to use C++ to make games and then we can send you in the right direction. Here's a checklist for you:- - I will use C++ to make games because...... - I can make games using only C++ Y/N? Elaborate......... - I can name the pros and cons of using C++ for game programming...... - When comparing C++ to other languages such as Java/C# & XNA/Python Pygame etc etc I stand by my decision to use C++ I appreciate English isn't your first language but you're going to have to do some reading to understand some principals that will help you make some learning decisions. Also, truth be told, don't ponder on choosing a language for too long at the expense of actually making your first few games like tic tac toe,pong, breakout etc.
  6. No offence but posting on a forum board will not always honor a response from the members of said forums, especially when you cannot see the formatting of a question before counting it as a view post. You want to be a game programmer. Well, you're in the right place and that's a good start. Did you do any research on why you want to use C++, or did you just take someone's advice as a golden rule? What can you tell us about game programming with C++ or programming with it general? What about compared to the languages you mentioned that you have experience in? Answer those questions for us and then people will understand your learning path and assist you further. Cheers, Pash
  7. [quote name='mistervirtue' timestamp='1352313693' post='4998521'] Thanks Josh, you the man. Seriously I appreciate a Engineering Lead taking time out of their day to look am some scrub/noob code. [list] [*]To answer your question about ball/wall collision. I am not really sure how i would do that, but your question has certainly given me something to think about. I don't know if I know a more efficient way to handle that collision. [*]To answer your other question about my Sprite Manager. I suppose I could could have the brick laying in my StartGame() be a method specific to brick rather than it being in the StartGame(). Or maybe i could have my StartGame stuff in the loadcontent [/list] I will really think about how to improve my code. thanks for the head-ups. [/quote] Simply put and to cover Josh's pointers "code refactoring". Take this scenario in a breakout as your chosen game:- - you decide to add falling power ups that are spawned when bricks break. Think about what you need now to catch those falling power ups with your paddle and or the ball maybe? Where would your code need editing? The same applies to sprite manager combined with game logic in this case. Never be afraid to break your code down and make it useable for later projects. Remember your next game might need collision detection but there are no balls and bricks! You need to check this principle out http://en.wikipedia.org/wiki/Single_responsibility_principle Good work, keep it up!
  8. Nice work! You know ive spent many years scripting more than OO programming and it's amazing how this sort of thinking applys to that also. muchas gracias senor
  9. [quote name='AMenard' timestamp='1350606112' post='4991605'] I'm wondering, is there a third party library or utility for C++ for importing and playing Blender object and animations? [/quote] I beleive thats the wrong question. You should be asking how to import from a graphics library. I have spent a year spinning around on where to go with things but in all honesty its just making us all go bald. The simple questions from an indie dev are:- 1. Target platforms. 2. Team development. 3. Prototyping. 4. Skillset of programmers for project. 5. Turnaround. I even purchased GMS just to play with something thats quick to prototype with in the begining. Every developer has their likes/dislikes but in all honesty if you're game runs on your desired platform to a good standard, it could be coded in whatever!
  10. Neometron is making some good points regarding goals, very important. I have dreams to make indie games and I could see myself doing it one day full time. As my story is like the OP let me give you a look into my days- - I work full time in IT (bad job to have if you don't want to do overtime at all to concentrate on game dev). I go to work for my shift which can be 8:30-5 or 10:30-19:00 for example, Im usually pretty busy at work (this week might be an exception actually) and of course priorities are always work while im there. I detach myself as soon as the clock strikes the ending minute (providing im not having to do overtime) - I go home and get 30-60 mins excercise done, grab some dinner and then straight onto my books and visual studio. If I am lucky I can put in 2-3 hours every working day and if I am not working at the weekend I can usually dedicate 6 hours on Saturday and Sunday. I am lucky in that I dont have any commitments at the moment, but I am becoming severely detached from friends because of the time I put in. - I also spend at least 3 hours a week concentrating on doing some branding work for my indie game studio. Now, some people will argue this is time wasted if you arent making games. I look at it as more goals and more incentive to keep working on the books and study. I hear time and time again that networking is very important, as is branding. I am completely and utterly knackered by the end of the week and I still itch for more. Making games was always a full time job, even the learning part requires several hours of time. I cannot begin to appreciate how people with kids and other massive commitments do this, massive respect due for those that do. I cannot say this enough, if you are at home still, stay there until your parents literally throw your stuff out on the street. You will need all the cash you can get. Anyway to bring it back to neometron's suggestion of goals, thats exactly how I do it. Long term goal is by the end of this year I want to be confident with C# and XNA and have created at least one simple game from scratch (like pong, or text based game). Then move onto something else. Short term goals are simple, Im just setting the goals of completing chapters in the resources I am reading. Anyway, good luck
  11. http://www.tomdalling.com/blog/software-design/model-view-controller-explained http://obviam.net/index.php/the-mvc-pattern-tutorial-building-games/ Have a good read, trust me its worth it. Its not a GOLDEN RULE, but as mentioned in the bottom article, it does help very much in the early stages because you aren't ripping a single class to pieces to try and get something working. And yes, you should. As others have mentioned, re-usability is a must for game development. You could create a ScoreTracker class that tracks your players score. Then you could re-use that class for all your future projects, you can add to it, improve it or make it completely bespoke.
  12. As far as I know, you can use C++ for the Unreal Development Kit, which is quite popular. I think the free version doesnt support it from what I read somewhere but there is a way of binding C++ libraries into UDK. I hear gamekit is alright as well. Maybe take a look at those two? UDK is popular on moddb.com etc, programmers are always in demand.
  13. It's because the way you are handling moving your player around the screen with the KeyEvent class.....is the simple answer. You havent mentioned in your post in any way - why you think this unexpected result is happening (as in the player just stops). Read the code back to yourself and then tell us why. We would need to see your complete code to give more suggestions. You are probably using an AL for example. Hint: There will be several changes to make to the different class files.
  14. [quote name='elobire' timestamp='1341824599' post='4957197'] Thanks Pash, those links are really helpfull. [/quote] No problems, you're welcome. Good luck and post back with updates.
  15. [quote name='SimonForsman' timestamp='1341817090' post='4957173'] [quote name='Pash' timestamp='1341816346' post='4957170'] [quote name='phayer' timestamp='1341801904' post='4957126'] I would suggest C# - kinda more fun and motivating to have some GUI easily available. Don't know how that is done in Java. Only used it for small console apps. [/quote] Sorry phayer, I am not being insulting here but I read this at least 10 times and I am not sure I understand what you are saying? If by GUI you mean IDE (Integrated Development Environment), then yes good call, Visual Studio is a good IDE, has everything you need including Intellisense, ability to mouse wheel zoom into your code (trust me if you're getting old like me this is a big help and I don't think even Eclipse supports this out of the box) and generally the debugging information seems to be helpful. [/quote] I think he is talking about WinForms or WPF, (The Java counterpart would be Swing) [/quote] Ahh, understood. That could make more sense.