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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.

BentmGamer

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  1. no, i think this is fine as long as the game is old enough. As an example, look up to the moon on steam. Its a remake of horizons from the 80s
  2. can u people quit discussing os development. All i want is something to create an inmteractive program. If coding is needed, I would prefer python or java and btw, whats svg
  3. [quote name='ATC' timestamp='1351375662' post='4994548'] To demonstrate what Washu is talking about, a correct example of what I was trying to demonstrate earlier would be more like this:: [source lang="cpp"] void _writeText( const char* str ) { int index = 0x00; char* pstr = (char *)str; unsigned short *vidMem = (unsigned short *)0xB8000; for( ; *pstr; ++pstr, ++index ) { unsigned char c = *pstr; vidMem[index] = (unsigned short) c | 0x0700; } } [/source] Sorry for screwing this up multiple times trying to make a simple point lol... Like I said, it's been years and I can't copy code from any of my projects verbatim because there's a lot of code, headers, macros and functions used in numerous files and it wouldn't make sense without posting it all (overkill for such a small, contrived example). So I just have to either try to strike up examples from memory or write a new, simplified version; as it so happened I did that wrong, lol... [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] Hopefully this time I did the demonstration correctly haha [/quote] Guys, guys, guys. Calm down. I dont need this info (but thanks and you are some smart peeps) all i need to know is how to make a program that i could add buttons animations and interactive objects into so it will give the illusion of being an os. I need this to test usability, and help my ability in coding and other software. So far REAL studio seems like my best bet, any suggestions
  4. [quote name='Pointer2APointer' timestamp='1351369156' post='4994505'] It's much easier to make a program act as if it were a real operating system (to some sort) than an actual operating system(and a lot more bearable as well). And I don't think your terminology of "virtual" to "real" operating systems makes sense. An operating system running on a virtual machine is still a "real" operating system, as it would generally carry the same instructions that would be used otherwise on real hardware directly, rather than a program acting like a virtualized version of real hardware itself. [/quote] That's what I want to do, create a program that would act as an interface. And by virtual, I mean something like what people make in vbs and call an os
  5. Look great, love the style and lens glare, but refine the head shape so it fits the style of torso(not so poly[i]gonal, more smooth[/i])
  6. [quote name='SelethD' timestamp='1351343397' post='4994404'] Perhaps I am off track, but from what I understood of the OP, is that he/she is wanting to know of some type of 'graphical' tools such as flash, to create the prototype. I dont think the OP is actually interested in 'coding' anything. At least thats what I read into it. Although, I'm glad some good book titles were posted on the subject. I haven't done assm in a long long time, but reserch into writing a tiny os looks to be some interesting reading. [/quote] Pretty much. What I want to do is create a sort of program that would act like the os. Then build and build and build on that. Then maybe make a virtual os. Once I would get more people working, I would eventually build a linux window manager, then after years (but probly not) possibly maybe consider consider consider maybe wantin to consider to almost amybe feel like considering to want to make a full fledged os. What I want to know is what program to use to make this program, and tutorials for it.
  7. Herro. Im not sure if this fits in programming, but i have a question. I had a mind-blowing dream for an operating system last month, and i need to make a prototype. How would I go about doing that. Would i use flash or vbs or what? I would make a prototype like this guy: [media]http://www.youtube.com/watch?v=1IxG6Su__n4[/media]
  8. [quote name='6677' timestamp='1349462793' post='4987209'] Heads up, NEVER skimp on a power supply. Cheap ones are just liable to give either far less power than they claim and just cause your PC to shut down or just deliver a huge power surge that fries your computer. The extra money for a branded power supply with an 80+ certification is worth it and HIGHLY advisable. And no, apple hardware isn't expensive because of scarcity, infact price per unit to manufacture is infact far lower than many other companies hit but then thats probably because they produce an abnormal amount from a single plant rather than smaller amounts from several plants and use what is borderline slavery (even children). They can afford to sell them cheaper. Its just designer gear so they sell it for more (some people say they look nicer, thats not worth a 400% price markup IMO). You didn't mention a GPU or hard disk btw. I assume you didn't leave them out. If you ask your school you may be able to get a discount on buying a windows 7 CD. I also recommend linux mint over ubunut, it has a far better list of default installed software. Ubunut can't play DVD's for example as the codecs aren't installed, they are in mint. Mint is based on ubuntu so software for ubuntu specifically will work in mint. [/quote] Thanks for that tidbit about power supplies, yes i remembered gpu and hdd. And about ubuntu, I really havent used a dvd in a while, and if i need to, I can always get the codecs and install it.
  9. The art style looks very 'genuine', and I would definitley buy or play your game. But you should add somje really intuive feature or two to make it stand out, hive gamers a reason to play.
  10. [quote name='6677' timestamp='1349366941' post='4986799'] My research is still showing about a 30% cost increase on the older apple hardware compared to a new windows machine. Not as bad as when I got my laptop I guess, I paid £379 and the equivalent ibook [/quote] They will always cost more, because of their scarcity. (not buyers, but model scarcity, like how tjeir are only 6 macs out atm) I did some research, and settled on a 3.3ghz tri-core phenom 2 cpu by amd. Added in with case, memory, and other expected costs, It fits my budget. (my dad will be paying for some, and so will my bro, were gonna share, because we wanna do music production too). I will be using the machine for game design using 3dcoat and zbrush, also ardour DAW for ubuntu. Yes, Im gonna install ubuntu, ass windows home costs $130
  11. I think it would be cool if one player went, chose his move, the next player went, chose his move, then the outcome was shown in a single scene, and if they clashed, a mini war would start, turn based
  12. Learn java or c (almost any sort) as first languages, then maybe dive into something else later on like lua. But at first java and c are best, and u can use c with unity too, If you have other members in a team.
  13. [quote name='Kaptein' timestamp='1349217911' post='4986221'] it seems like you want and will be using mac no matter what it kind of voids your own thread [/quote] No, not exactly. I just didnt know zbrush was aviable for linux/able to run. Yes I do love mac, but just the zbrush thing, because i hoped to be using it. Well, u solved my prob then, off to look for a core 2 duo! ps. thanks for telling me that.
  14. [quote name='6677' timestamp='1349194283' post='4986082'] Thats hardly maxing it out on a machine that starts from 2gb (last time I checked) and runs through to at least 16 (might be 32). [/quote] I mean the 2006 one, and they do max out at 3gb. (the ones youre thinking of are the 2010-1012 wich max out at 32gb) and, looking into it, getting a core 2 duo machine wiht 3gb ram costs about the same. The reason I wanna use mac is cuz i just love it. And some stuff isnt available that i would like to use, like zbrush. And software cost is not an issue for me, if ya know what i mean. 3gb on the imac 2006 would be fine for me (not really, but for all intents and purposes, i need to make the best of what I have) And with the scanner ordeal, do you know if those "nano scanners" advertised work for scanning as good as a normal scanner, cuz i noticed they are much cheaper. And I was planning on installing Ubuntu on my old iBook anyways.
  15. [quote name='Pointer2APointer' timestamp='1349127893' post='4985879'] You also don't need a "modern machine" to run "modern software" exactly. [/quote] Do u think it would be ok to get an imac 2006 (2o or 24) max it out to 3gb ram, and run adobe illustrator w/ a wacom graphics tablet (preferably the splash) because I love character drawing, but i cant do that with available resources (except on paper of course)