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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.

Lemony Lime

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  1. I was thinking about choosing between Allegro and SFML... and from what I've heard, SFML has built in networking capabilities, so I think I'll go with it. Don't plan on doing that right off the bat of course, but for the future, it seems like it'll be handy... so I'd say SFML it is.
  2. I'm not new to game development, or C++... but I am new to game development with C++. I've been using Multimedia Fusion 2 prior to this, and have spent about a year in college learning C++ now, so I'm hoping to ditch MMF2, and move onto some real game coding. Which libraries would you recommend I get started with?(Specifically for 2D games at this point.) We don't start using them in school until next fall, so I haven't used a library with C++ before.   A few popular ones I've heard of (but honestly know nothing about) are Allegro, OpenGL, SDL, and of course DirectX. I'd probably be more interested in something that could simplify things for me a bit to get started with, which I imagine would be none of these. Any ideas along those lines?
  3. I played violin for 6 years in school, but that was a long time ago, and I now have little to no knowledge of music left over from that, (not that there was much to begin with... I was terrible. lol) but I'm wanting to do everything in this project on my own, including the music. Of course, the only problem with that is that I have absolutely no clue where to even start when it comes to writing music. I'm going to be using 8-bit music in this game, and have already downloaded famitracker, and gone through some tutorials on how to use it... so that just leaves the writing part. Is there any way I can learn how to do this(Without paying money.)?
  4. Thanks for the links, I'm still having some trouble with it though. So, if anyone has a tutorial on this for python, please let me know.
  5. Well, when I first started learning, I just watched/read tutorials, and did exactly what they did, and learned nothing from it. When I actually come up with a program I really needed, and tried to make it, I not only re-learned (it had been awhile) what the tutorials taught me, but also about 500x more within just a couple days. For me learning by doing was definitely the best method. That said, I had already read a lot in tuorials, so I started top-down, got a general feel for it, and then went to bottom-up. So, perhaps both might be best.
  6. So, this is something that no one ever seems to talk about in either programming, or game design books/tutorials. (That I've seen anyway.) I've actually started coding my first real game in python, and I'm wondering... when should I start using multiple files, and what parts of the game should go into their own separate files? I'm assuming it shouldn't all be in one 20 thousand line file. (I mean minecraft has a few hundred, though it's obviously a million times more complex than my game.) Probably a really stupid nooby question, but I'm really not sure. lol