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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.

Taylor Ringo

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  1. So I was on Google's Developer site (The games section), and I stumble upon some mock-up art that really interested me and I have seen a style that is similar. I was thinking I would be proud to program a game with this art, and I was curious if there were some techniques on photoshop and/or illustrator to mimic this artstyle?   
  2. I am using the framework LibGDX with Google's new IDE: Android Studio. I am following a game tutorial that uses Eclipse(Which doesn't work well on my PC) and I have to link my Desktop assets folder with my Android folder. I right clicked my Desktop project but I don't see the properties option. Any help would be appreciated! Link: http://obviam.net/index.php/getting-started-in-android-game-development-with-libgdx-create-a-working-prototype-in-a-day-tutorial-part-1/
  3. OXO

    Anyone heard of the first(debatable) Computer game OXO? I was wondering how was it programmed? Anyone knows if the source code is available? I'm very curious how the game was coded back then.
  4. I'm asking this since Valve now lets developers preview certain integration features of the Steamworks SDK. I just downloaded it, but the API is in C++, and I wanted to know how could I try to use it with XNA?
  5. Hey guys, I was writing some code with Flash Builder but I got this message:   C:\Program Files\Adobe\Adobe Flash Builder 4.6\player\win\11.1\FlashPlayerDebugger.exe   This project requires a more recent version of the Adobe Flash Player. You might need to install the Flash Player or reinstall Flash Builder.       Installed Adobe Flash Player version: 11,1,102,55     Required version: 11,7,0,0   Do you still want to launch the application?     so how can I update my Flash Player Debug Player? I need detailed instructions since I've never done this before.   Thanks in advanced! NOTE: I have Flash Builder 4.6!
  6. Hey I just got this book for DirectX 11 Game programming(Beginner Book), and I was wondering will DirectX 11 API's would support crappy computers like mine? Now I technically have DirectX 11 as a part of my specs but I have a celeron processor, so should I use DirectX 11, 10, or 9 API's?
  7. Hey guys I have been practicing C++ a bit and I wanted to know which frameworks are good for Windows games? OpenGL, Allegro, SDL, or DirectX? Right now I'd rather use a more community based framework(Or SDK) since those tend to have more tutorials for beginner level programmers!
  8. Hey guys, I am learning to write a screen manager for XNA 4(To use for transitioning scenes). Though I cannot get the text to display so I can test the transition. I was watching the "XNA Platformer tutorial series #3" by codingmadeeasy on Youtube.   Here is my code when I draw the text in the splash screen:       public class SplashScreen: GameScreen { KeyboardState keyState; SpriteFont font; public override void LoadContent(ContentManager Content) { base.LoadContent(Content); if (font == null) font = content.Load<SpriteFont>("FONT1"); } public override void UnloadContent() { base.UnloadContent(); } public override void Update(GameTime gametime) { keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Z)) Screen_Manager.Instance.AddScreen(new TitleScreen()); } public override void Draw(SpriteBatch spriteBatch) { spriteBatch.DrawString(font, "SplashScreen", new Vector2(100, 100), Color.Black); } } }  
  9. Okay it opened but I keep getting this prompt: Your Android SDK is out of date or you have some templates missing. Please make sure you have SDK Version 22." now I have updated the SDK version to 22 from the ADT Bundle. Or were there supposed to be another SDK Manager for Android Studio?
  10. Hey guys, have you downloaded Android Studio? I installed the IDE but it won't run, btw I'm running Windows(8). So what could I do to get the IDE working?
  11. Okay the API's are installed.
  12. Hey guys, how do I get the Google Play game services APIs? Do I update through the SDK manager?
  13. Hey guys, what frameworks do you recommend for HTML5 game development for Chrome? I was inspired by the chromeexperiment "Super Sync Sports". Are there any API's to sync a phone or tablet for similar game play?
  14. Hey guys are there any Particle Effects editor for DirectX? I'm not sure what to look for when it comes to particle effects.