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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 lilrooness

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  1. I have text files containing text that I want in my game. I want to import these blocks of text into my engine as images. Is anyone aware of any software that can take text input and a font file, and generate an image file with the rendered text?  
  2. Right I know I'm answering my own question here but I wanted to share thses tutorials here for anyone else that had the same problem as me   This one is really good for the core engine stuff: http://www.gamedev.net/page/resources/_/technical/game-programming/introduction-to-isometric-engines-r744   This one is good for the actual graphics creation: http://www.gamedev.net/page/resources/_/technical/game-programming/isometric-tiles-r738
  3. I am designing a game that will require me to use isometric, tile based style graphics.   I have read posts that just say to draw all of the graphics out and then just rotate the map 45 degrees. Is this the correct way of doing it, or are there some more sophisticated algorithms out there for dealing with this style of graphics. I want enough control so that I can implement collision detection and path finding (already done both of these things in some simple 2D tile based games) I will be using the Java Programming language, so I would prefer any sample code (if any) to be either sudo or in java.   There don't seem to be any good tutorials out there covering how to do it in anything other than action-script, and even then the guy just uses a library to handle most of it for him, he doesn't explain any of the techniques that are used. So if anyone knows of a good tutorial (video or text) please post a link.   One more question referencing the actual creation of the graphics. When I am drawing the tiles in Photoshop, do I draw them already rotated on a rectangular canvas, or do i draw them, un-rotated and then rotate them in the engine ?
  4. OBJ file format I find, is the easiest type of model file to parse. However you will have to make the reader yourself since there are no standard ones. This type of parsing can be difficult in C++ but there are lots of examples. Many of which you can pull straight down from the internet and use out of the box.   Remember to make sure that you include the vertex normal's when you export the file to obj format. I don't know about 3ds Max, but I know that in blender this is not done by default. You will need the vertex normal's for lighting in opengl.   If you were looking for a video tutorial on loading OBJ files in C++, here is a good one: http://www.youtube.com/watch?v=XIVUxywOyjE All of the tutorials in this series will be quite relevant for you as you are just getting started with opengl.   As for making the 3D chess board, I would first think about how you want each level to be viewed, for example: - Do you want to view one level at a time ? - Do you want a free camera, and you rotate around the stack of levels freely with the mouse, each level fading out so you can see the one below it ? - Maybe you want to display each level in a different area of the screen   Be sure to experiment with different looks and feels to find the one that you like the most.
  5. This doesn't necessarily limit you just to C++. If you were to go down the less coding rout and use a pre - made engine such as Unity3d you could still release for steam, xbox360 and windows, it makes it really easy to build for multiple platforms (even mobile devices). The free version is good, but its limited in the rendering effects you can access, and the amount of standard assets that you get supplied with. As you said you were thinking about not targeting the Xbox360, you could think about using Java. The Light Weight Java Game Library (lwjgl) allows you to handle rendering (opengl), input, and assets like sound, images, all with one library. http://www.lwjgl.org/ Also, I don't know much about it at all, but if your looking for a 2D rendering system, you may want to check out Slick2D. This one is also a Java library. http://www.slick2d.org/ Also if you choose to use C++, there is still a big choice as to what rendering engine you will use. Good ones to start thinking about are DirectX (for windows and Xbox360 exclusively), Ogre3D and OpenGL. (This list is not exhaustive, There are many more!)
  6. After watching this tutorial by the coding universe (http://www.youtube.com/watch?v=izKAvSV3qk0), I am confused as to what face data (denoted by an f at the start of the line) in a .obj file is, and how it is supposed to be used.   As an exercise to try and find this out for myself, I experimented and wrote a parser for an obj file in java, that only loaded the vertex and normal data from the Stanford bunny model. I rendered it using glDrawArrays, but it came out contorted, with lines connecting triangles that shouldn't be connected.   It looked like this:   http://derp.co.uk/9a0ba   You can just see the basic shape of the bunny under all the stuff that isn't meant to be there.   Do I need the face data to render the model ? Can you do it without it ? If so how do you use it and what does it mean ?
  7. I am looking into making a "rogue-like" game, preferably in python/Java/C++ and it has to run on a mac. I have looked into using the libtcod library but there doesn't seem to be an easy way of compiling with that on a mac.