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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 spooderw

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  1. [quote name='MackNeumann' timestamp='1342980217' post='4961976'] This game is Sweet! I love the cronogun! It is so awesome!! Nice job! [/quote] Thanks!
  2. I suppose I'll get the links out of the way right away: [url="http://codeavarice.com/"]Website: CodeAvarice.com[/url] [url="http://www.youtube.com/user/CodeAvariceGames"]Youtube: CodeAvariceGames[/url] [url="https://twitter.com/SpooderW"]Twitter: @SpooderW[/url] In Eris, you find yourself on an alien planet, with your only way to get off being the alien mother ship secured in a heavily fortified alien base. The base is being powered by oil drilling towers scattered across the map. You must find and capture these towers to shut down power to the main base, allowing you to get in and steal the mother ship. Eris is a game about freedom. You can plan your attack on an enemy tower however you see fit. You could walk in the front door with a shotgun in one hand and a grenade in the other. You could grab a jet pack and come in through the roof. You could sneak in through the back door in the middle of the night with cloaking device and a silenced pistol. It's up to you to decide. You earn XP by killing enemies and capturing towers. XP can be spent on perks, stat boosts, and tower defenses. [b]Perks and stat boosts[/b] play a large role in Eris. Perks can be anything from a parachute to the ability to quickly dash in any direction. Stat boosts effect things like weapon accuracy, health, run speed, ect. These things can dramatically change the way you play the game. Grabbing double jump and boosting your jump height allows you to scale up exposed stairways, and boosting your armor and grabbing the dash perk can make you a serious threat in close quarters conflict. [b]Tower defenses[/b], such as turrets, are a must if you intend to leave a tower you have captured and have it stay captured. You buy defenses with XP, and can immediately place them where they are needed. [b]Multiplayer [/b]will be a big part of the game. Playing online with friends, deciding whether to team up, or fight for control over enemy towers. We have a team system implemented that allows players to form teams. Anyone on your team can place defenses in your towers, and your turrets will automatically attack anyone not on your team. Teams can be any size, from one player teams, to one big team. Some screens of what we've got going thus far: [img]http://i.imgur.com/GHrZY.jpg[/img] [img]http://i.imgur.com/qb8y3.png[/img] [img]http://i.imgur.com/yVvv3.png[/img] We've been doing development videos since the very first week of development. Here are the first 5 in reverse chronological order. [media]http://www.youtube.com/watch?v=y6bojAZVTLI&feature=BFa&list=UUSiZc-Tl2uT0CumpQY-v1NQ[/media] [media]http://www.youtube.com/watch?v=Fp4EcCH2G1A&feature=BFa&list=UUSiZc-Tl2uT0CumpQY-v1NQ[/media] [media]http://www.youtube.com/watch?v=1tA7CG55Fxg&feature=BFa&list=UUSiZc-Tl2uT0CumpQY-v1NQ[/media] [media]http://www.youtube.com/watch?v=jDm2ltXbC9Q&feature=BFa&list=UUSiZc-Tl2uT0CumpQY-v1NQ[/media] [media]http://www.youtube.com/watch?v=E7bcBbZraxQ&feature=BFa&list=UUSiZc-Tl2uT0CumpQY-v1NQ[/media]
  3. I've heard very good things about Ogre. It's mentioned in a few books I've read and I believe Naughty Dog uses it...never touched it myself.
  4. [quote name='stoffe1100' timestamp='1333411384' post='4927706'] [CODE] if(SDL_PollEvent(&event)){ if(event.type == SDL_QUIT){running = false; SDL_Quit(); break;} if(event.type == SDL_KEYDOWN){ if(event.key.keysym.sym == SDLK_ESCAPE){running = false; SDL_Quit(); break;} } if(ExitButton.CheckEvents()){ running = false; SDL_Quit(); break; } [/CODE] [/quote] If I am correct, this should be contained in a while loop, because if more than one event occurs in a single iteration of your game loop, you will only catch one of the events, which will not only result in missed input, but I believe it leaks memory and causes major slowdown. Also, you should not have another event handler inside your button, you should pass in a bool that checks if the mouse is pressed. It should be something like this: main.cpp: [CODE] bool leftClick = false; while(SDL_PollEvent(&event)){ if(event.type == SDL_QUIT){running = false; SDL_Quit(); break;} if(event.type == SDL_KEYDOWN){ if(event.key.keysym.sym == SDLK_ESCAPE){running = false; SDL_Quit(); break;} if(event.type == SDL_MOUSEBUTTONDOWN){ if(event.button.button == SDL_BUTTON_LEFT){ leftClick = true;} if(event.type == SDL_MOUSEBUTTONUP){ if(event.button.button == SDL_BUTTON_LEFT){ leftClick = false;} } if(ExitButton.CheckEvents(leftClick)){ running = false; SDL_Quit(); break; }[/CODE] newbutton.cpp: [CODE] bool NewButton::CheckEvents(bool leftMousePressed){ if(leftMousePressed) { if((MouseX > ButtonRect.x) && (MouseY > ButtonRect.y) && (MouseX < (ButtonRect.x + ButtonRect.w)) && (MouseY < (ButtonRect.y + ButtonRect.h))){ return true; } } } } } [/CODE]
  5. [url="http://www.libsdl.org/projects/SDL_image/"]SDL_image[/url]
  6. Check out [url="http://www.bfxr.net/"]bfxr[/url].
  7. [quote name='Colby_' timestamp='1332987046' post='4926180'] [quote name='spooderw' timestamp='1332979106' post='4926168'] [url="http://nehe.gamedev.net/article/using_gluunproject/16013/"]Nehe's got a tutorial for that.[/url] [/quote] Looking from that tutorial, I was able to convert the C code to Java. However, it returns things such as 0, NaN, or sometimes insane coordinates, even if the point is on top of a rendered polygon. Am I missing a step? [code] float[] screenToWorld(int x, int y) { IntBuffer viewport = ByteBuffer.allocateDirect(16 * 4).asIntBuffer(); FloatBuffer modelview = ByteBuffer.allocateDirect(16 * 4).asFloatBuffer(); FloatBuffer projection = ByteBuffer.allocateDirect(16 * 4).asFloatBuffer(); float winX, winY; glGetFloat(GL_MODELVIEW_MATRIX, modelview); glGetFloat(GL_PROJECTION_MATRIX, projection); glGetInteger(GL_VIEWPORT, viewport); winX = (float) x; winY = (float) viewport.get(3) - (float) y; FloatBuffer winZ = ByteBuffer.allocateDirect(1 * 4).asFloatBuffer(); glReadPixels(x, (int) winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, winZ); FloatBuffer pos = ByteBuffer.allocateDirect(3 * 4).asFloatBuffer(); gluUnProject(winX, winY, winZ.get(0), modelview, projection, viewport, pos); float[] raw = new float[3]; pos.get(raw); return raw; }[/code] [/quote] My java is really rusty, so I could not tell you specifically what may be wrong with your code...
  8. [url="http://nehe.gamedev.net/article/using_gluunproject/16013/"]Nehe's got a tutorial for that.[/url]
  9. UDK

    No, UDK is not the industry standard. There is no industry standard.
  10. [size=4][font=arial,helvetica,sans-serif]If you're trying to select objects in a 3D world with the mouse, check out [color=#000000][url="http://www.opengl.org/sdk/docs/man/xhtml/gluUnProject.xml"]gluUnProject[/url].[/color][/font][/size]
  11. Lots of trigonometry.
  12. I usually pick one big, ugly, boring feature and start working on it. While I work on that if I get too bogged down I do a smaller feature that is more fun for a day or to, so I have some tangible progress, then go back to the big feature. Sometimes with rendering optimization or other big stuff you can't really work on anything else, at those times you just have to suck it up I suppose.
  13. Very cool. Is it a custom engine?
  14. [quote name='Bacterius' timestamp='1332798280' post='4925462'] Ok but there's just a tiny problem with your demonstration. It's the same teapot repeated about four thousand times. Instancing is very misleading in terms of performance, perhaps having an actual scene drawn instead would be a better proof of concept... [/quote] I think the test was to see just how many polys could be rendered at once. Without instancing it usually becomes a bandwidth issue before it becomes a poly count issue. So unless I misunderstood the point, instancing was an excellent way to measure the raw poly pushing power of the iPad.
  15. Looking for little kids to go on skype with you? This could not get much more sketchy...