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      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. [quote name='Bigdeadbug' timestamp='1328186494' post='4908695'] As ZeroBeat touches upon it all depends about context. So long as it fits within the game and has a purpose (outside of sensationalism) and you yourself are fine with it then implement any feature you want. A good example of this [i]not[/i] being done is No Russian from Modern Warfare 2, the mission is controversial but the fact it adds nothing of substance to the game means there is no point in it being there apart from the media attention it generated for the game. People will inevitably be offended or have objections to these sorts of topics, but they will inevitably be in the minority (albeit the vocal one). I'm a firm believer that people have a right to be offended if they wish but they don't have the right to not be offended. If the game is good then I wouldn't worry about these kinds of mechanics distracting from the core of the game. [/quote] The mission "No Russian" did have a point to add to the plot: it shows WHY the Russians turn out to become the bad guys. Without that event, the conflict would not have started. So while it was a plot hole filled campaign, every mission had a point. Back on topic, yes, I think the feature would add to your game, as long as it is implemented in the same way as the other similar features, and that it is 100% needed to play/beat the game. Save features like that for the core gameplay (like Battlefield and shooting or Mario and jumping). And on that note, sounds like a game I would play, so I will definitely watch out for it.
  2. Try looking up Ncurses if you want a little more control over the look and feel of the console window.
  3. [quote name='White-Black Gaming-Society' timestamp='1327450674' post='4905945'] wow so harsh here you did not even move them to the right place. [/quote] It's not the moderators' job to move your topics to the correct place, only to maintain that all threads and posts follow the rules of the boards, and to get rid of the threads and post if they don't, and the user as well if the need is there. It's your job to check that you are posting in the correct area to make sure you get a reply that a) you want and b) won't be moderated. Moderators are your friends, they keep the bad people away! [quote name='Arukas' timestamp='1327439700' post='4905879'] Hello- I've always loved video games, and wanted to program video games. I'm not looking to do it to make money, although I wouldn't be oppose to it. But money isn't the driving force. I just want to make a game that is enjoyable to play. I do have some areas where I need some help in though. Graphics and sound. I'm not looking for any of the cutting edge ultra realistic graphics. What resources or where would I look for stuff like that. -Thanks [/quote] Arukas, if you just want to hobby program with no intention of having cutting edge or special request art, try looking for Public Domain resources. In the "Music and Sounds" and "Visual Arts" boards they have a topic that lists many common sites. Those might be helpful for you.
  4. This is why I love it here in Virginia Tech's CS department. After your standard intro to "Blank" language courses, you get hit by "Problem Solving in CS" Example problem: A family wants more males than females, so they keep having children until they have a boy in which case they stop having children. (A) Will males outnumber females? (B) What is the ratio is male to females? I love this class. Shows what CS really is about! There's many different ways at solving this, just as there is different ways to program.
  5. Don't forget to make sure that your angle is stored as the correct type (radians vs degrees). I know I've made many mistakes where I assumed a library uses one, but really uses the other. I believe C#'s Math.cos(double) and Math.sin(double) use radians. If so, you can use MathHelper.ToRadians(double) I believe is the name of the function.
  6. Try using Unity3D or use the Android API directly and write OpenGL and logic directly.
  7. [quote name='shadowisadog' timestamp='1326858366' post='4903878'] [quote name='ms75214' timestamp='1326845033' post='4903838'] anyone know what might cause those weird black bars? [url="http://i1190.photobucket.com/albums/z449/m75214/011712175912.jpg"]http://i1190.photobu...11712175912.jpg[/url] [/quote] With the limited information you gave, it appears to me to be a problem with the cherry graphics resource. Notice it only occurs on cherries, and it is the same shape. It looks like it occurs on the top part of the image. P.S.: You may want to rethink the shape of the whipped creme on your pies. Just saying. [/quote] I missed both of those things! Hahaha great catch. So now, more specifically, I can say check your cherry resource, and possibly the rendering. Maybe your code to pick location is slightly off, causing a gap? It's an iPhone, too, isn't it? And yes, the whipped cream is a bit, naughty.
  8. More information is needed. Language, library, operating system, and maybe a bit of sample code where you think the issue is.
  9. [quote name='Micha3L' timestamp='1326706394' post='4903174'] [quote name='Pingying' timestamp='1326591223' post='4902829'] I don't wanna be stuck with terraria-like games if I learn XNA [/quote] While I havent played Terraria, XNA is one of the most widely used engines available and game quality is almost always a result from the programmer and people working on the game, not the engines. There is some quality stuff from Indies on the Xbox Live Arcade, and that is all made in XNA... (quote shortened for length) [/quote] You mean XNA is a useful framework (I'd even accept library here) not an engine. And you mean Xbox Live Indie Games, not Arcade. Now that pet peeves are out of the way... [quote name='Micha3L' timestamp='1326706394' post='4903174] I would first recommend you learn C++ or C#, and use a simple-ish game engine like SFML or XNA, just to get a tast for programming, and then use either of those until you hit a limit with an unsupported feature etc, and then move on to your own engine if you need it. Just get some code examples for GL or DirectX just to see what youre getting into with your own engine. [/quote] I do recommend XNA, and SFML if you're just playing with it (not that it is bad, but it is a C++ library (not engine) that handles most of what you need, but many tutorials for it online were written as short one-offs, and as such teach very bad habits (see [url="http://c2.com/cgi/wiki?GlobalVariablesAreBad"]Global Variables[/url], among others). [quote name='Micha3L' timestamp='1326706394' post='4903174] Edit: Regarding tutorials, as programming is text based, most tutorials are in text form... (shortened for point) [/quote] No offense, but I don't see any sort of thought behind this statement. That, and it isn't 100% true, see [url="http://www.ni.com/labview/whatis/"]LabVIEW[/url] (which is what we use in the engineering courses here at VT, alongside MATLAB) [quote name='TheTroll' timestamp='1326741491' post='4903326'] Let me jump in on this. When I first started progamming we used punch cards. Yeah, dropping them ruined your day, well, more like days. Thne I moved on to Assembly, boy life was great, I could do in hours what took days. Then I moved to C, wow what a step up that was, then C++. (Now there was some others in the mix, but not really needed for the point). Then came along C#. So what do I use? Well for 90% of what I do it is C#, not because it is the "best" lanaguage ever, but because I can get from point A to point Q in the quickest amount of time while fullfilling the requirments that I need to get done. I still use C++, C, and Assembly for other things but C# gets the job done most of the time. The trick is to use the right tool for the job. If you just want to put out a game, use the one that gets the game out the quickest with the least errors. If you want to dig into the guts, find the tool that works for that. There is no "best" language, only "best" languages for the job, and even that is questionable depending the person doing the job. [/quote] I always love hearing stories like these. It reminds me that not all businesses are evil and have their workers forced to use legecy code, unlike one of the places I've interned at, which used C83 with macros up the ash tray and lots of legecy embedded asm. There was a bug, and their custom compiler for their embedded system detected a bug, but no more information than "COMPILER ASSERT FAIL OVERFLOW DATA CORRUPT". Worse, summer, ever.
  10. You might want to look at a lock to prevent the multiple creation, rather than have the thread die and be recreated. Actually, with C++, you could look at a singleton possibly, since this would be one of those cases where a singleton would be useful (from what I can guess from your description). EDIT: I don't write a lot of mutli-threaded code, but I believe you want to use a mutex.
  11. Unity

    And don't forget that they have tutorials right on their site even: http://unity3d.com/support/resources/tutorials/
  12. I'm looking at creating a simple platformer game on the Android platform, however, I'm trying to think of some method of control. I've seen some games use a virtual control with buttons on the screen, and others that use the accelerometer. Which would be your personal preference if the game was similar to Megaman (the classic series and its sequel series) or Sonic? Note, this is for devices that don't have physical keyboards/buttons, such as the Galaxy S2 or the Nexus. Devices with keyboards or pads would obviously use them, unless the user opted otherwise.
  13. The map editor he posted has a link to the source code on the main page. It seems to use QT and most likely OpenGL for rendering. Check it out.
  14. Another avenue to look at is using the players as marketing tools, and giving incentives for them to get more of their friends playing, such as bonus tokens, such as Zinga and other social networking games have done. And you should also look at possibly expanding your userbase with an Android version, if possible.
  15. Upon looking it up myself, that seems to be the most widely used solution. While maybe not the most elegant, it certainly gets the job done. This is a good find.