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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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  1. I'm using LuaJ, and I have a LUA file filled with a bunch of functions. How do I import these functions to use in Java with LuaJ? SOLVED: After looking at the README more thoroughly, I have it now.
  2. [quote name='Servant of the Lord' timestamp='1322537391' post='4888669'] How are you drawing the blocks? Use the same positioning you use to draw the blocks to get their physical location in the game world, and calculate the location of the mouse in the game world. Example: [b]Block = (MousePos + CameraPos) / BlockSize;[/b] Block is the cell that a block may or may not be in. You can usually use this to get the index into your array of blocks, if you have one, with something like this: [b]Index =[/b] [b](Block.y * NumBlocksWide) + Block.x;[/b] (If your blocks are stored that way in memory). CameraPos is the location of the camera (usually the upper-left corner of the screen) in the game world, in pixels. MousePos is the location, in pixels, relative to the upper-left of the screen (which is why MousePos + CameraPos equals the position of the mouse in the game world). BlockSize is the constant size of the grid cells of your world.l This is assuming you are using a grid-based system for blocks. If not, you can partition your game world into chunks, and have a list of objects in each chunk, and then only check if the mouse is in the bounding box of any object in that chunk. [/quote] Yeah, I can't believe how simple this solution is. I completely forgot.
  3. I am making a very simple 2D sandbox game, kind of a clone of Terraria. When the player clicks a block, I want it to delete. I'm not sure how I'm going to do this. The only way I could think was to make a Rectangle object surround the block, then using a for loop to cycle through every single block and check if the mouse's co-ordinates are contained in the Rectangle, but it seemed way too inefficient. I'm using Java and Slick2D.
  4. [quote name='kunos' timestamp='1322464019' post='4888344'] The only way to sample a new language or a new tech potential is to try it first hand. I started playing with C# while sitting in airports waiting for flights.. now I use it whenever I can. There isn't one single thing that makes C# awesome.. there are thousands of them, ranging from tools quality (ie. Visual Studio), .NET interopability , library, language features and the fact that is a very "evolving" language. The problem is when idealism and fixations that resembles religions more than technology start to cloud people's mind.. and the OP is a spot on example of this kind of damage done by close mindedness. [/quote] So being close minded is having an opinion? I don't know much about c#, but I don't have any problem with Java right now. The Nintendo 64 might be years behind an Xbox 360, but some people like the 64 better. I learned Java because I wanted to make mods for Minecraft. I really like the language, and feel comfortable with it. No religion-like idealism here.
  5. XNA is pretty cool, but I will not use it. I am a big supporter of cross platform. I like lwjgl and slick for Java. Can someone point me to some nice c# game libraries?
  6. Thanks guys. I think I will stick with Java until I have a need for another language.
  7. [quote name='Kyan' timestamp='1322380416' post='4888069'] [quote]I understand many people use Java and love it, so do I. I love eclipse and it's syntax. But I'm hearing c# is now better than Java in many ways. Many c# game devs use XNA, which I won't use because of its lack of cross platform support. What are my other c# options? Besides Unity, I don't know any. I also hear c++ is great for games, but advanced memory management scares me.[/quote] First, Java is quite nice. I wouldn't say it is perfect, but what is. Pound for pound, Java and C# are very similar (ignore the howls of the indignant) and are pretty interoperable as far as basic libraries and language structure go. That said, Java's largest drawback is lack of [i]gaming [/i]platform support (and libraries: there's no XNA for Java). While vanilla C# (pure .Net) is limited to Microsoft controlled devices, those devices (read: platforms) range from the PC to the XBox to the Windows Phone and, as of this month, to the Playstation. Java just doesn't have that. It does have a toehold in the mobile market via Android, but with Google and Oracle going at it (Android SDK support for 1.7 = ???) the future is somewhat dubious. Rumors abound of injecting a JVM on iOS but that's not been confirmed as practical (read: Apple hasn't said "No!" just yet). Oracle is pushing JavaFX as something that can be used for "gaming consoles" but it remains to be seen whether that will take off (or be practical). If you were looking for "cross-PC C# platform" options then you might consider Mono. With careful structuring, you can pull off a Mono/C# compatible application reasonably well. There's supposedly an XNA library for Mono tho' I've not used it myself. Other C# options include various engines and components, such as Axiom or OpenTK, to do the heavy lifting for you. C++ is pretty stock as far as games go, but as the years wear on its acceptance wanes in favor of "safer" languages (such as C#), to the point where it is actively discouraged (and/or forbidden) on certain platforms. If you don't have a use for what C++ can offer you (such as memory management) then don't worry about it. Also, minor nit-pick but Eclipse isn't a language. It is a reasonable IDE tho'. Frankly, if you're not making anything "serious" I don't see a reason to fret. If you're just making PC/Android games then stick with Java. Switch when you run into a valid limitation. [/quote] When I said "eclipse and its syntax", I was still talking about Java. I was saying two things I love about Java is its syntax, and eclipse.
  8. I understand many people use Java and love it, so do I. I love eclipse and it's syntax. But I'm hearing c# is now better than Java in many ways. Many c# game devs use XNA, which I won't use because of its lack of cross platform support. What are my other c# options? Besides Unity, I don't know any. I also hear c++ is great for games, but advanced memory management scares me.