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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.

hr_rabe

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  1. Game Dev Diary 5: About Textures and 2D http://t.co/T375yVsI
  2. hi again. After some downtime. Here is the fifth part: [url="https://dragonsandbytecode.wordpress.com/2012/06/07/game-dev-diary-5-about-textures-and-2d/"]https://dragonsandbytecode.wordpress.com/2012/06/07/game-dev-diary-5-about-textures-and-2d/[/url] This time, I cover using the 2D Projection as well as a basic introduction into Textures
  3. [quote name='Neilo' timestamp='1334242487' post='4930582'] Pretty good introductory articles, although you should probably give your MyGamePadController class a dealloc method that removes your HID Manager from the runloop and then call CFRelease on it. Core Foundation stuff isn't covered by ARC. [/quote] Noted. Thanks for spotting it. This has now been rectified.
  4. Game Dev Diary 4: Extending the Control http://t.co/yeR72xGa
  5. Part 4 is available now: [url="http://dragonsandbytecode.wordpress.com/2012/04/12/game-dev-diary-4-extending-the-control/"]http://dragonsandbytecode.wordpress.com/2012/04/12/game-dev-diary-4-extending-the-control/[/url] I expand on the controller aspect and give one possible solution, to go about keyboard and mouse controls, using Cocoa. Took me a while to write this. Explaining something in written form is so hard... :/ Have fun with this.
  6. Sorry, I think, it will be a wile still, until I come around to do iOs stuff in this series, takes a bit of time, to get a firm grip on OsX first. Thanks for the thumps up, though.[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  7. Game Developers Diary 3: Getting in Control http://t.co/CXAQiWpQ
  8. Part 3 is available now: https://dragonsandbytecode.wordpress.com/2012/02/26/game-developers-diary-3-getting-in-control/
  9. I solved the problem myself now. For anyone interested: The HID-Cookies are a dead end, because they are immensly provider specific and can't be relied upon. If one would want to use a Cookie-Based System, one would need to provide Custom mappings for any Gamepad that should be able to control the game. A better solution is to read the UsagePage and UsageKey from the origin element of the value and us the combination of those, to identify the sender element. Because those are standardized and can be found at [url="http://www.usb.org/developers/devclass_docs/Hut1_11.pdf"]http://www.usb.org/developers/devclass_docs/Hut1_11.pdf[/url]. So the UsagePage/Usage combination 1/48 will always refer to the X-Achsis of the gamepads Left analog stick Here's the fixed code, for anyone who's interested: [code]void gamepadAction(void* inContext, IOReturn inResult, void* inSender, IOHIDValueRef value) { IOHIDElementRef element = IOHIDValueGetElement(value); Boolean isElement = CFGetTypeID(element) == IOHIDElementGetTypeID(); if (!isElement) return; IOHIDElementCookie cookie = IOHIDElementGetCookie(element); IOHIDElementType type = IOHIDElementGetType(element); CFStringRef name = IOHIDElementGetName(element); int usagePage = IOHIDElementGetUsagePage(element); int usage = IOHIDElementGetUsage(element); if (1 != usagePage) return; long elementValue = IOHIDValueGetIntegerValue(value); NSLog(@"Gamepad talked: %d / %d - %@ [%i] = %ld", type, usage, name, cookie, elementValue); if (48 == usage || 49 == usage || 53 == usage){ MyGameController* obj = (__bridge MyGameController*) inContext; float axisScale = 128; float axisvalue = ((float)(elementValue-axisScale)/axisScale); if (elementValue <= axisScale +1 && elementValue >= axisScale -1) axisvalue = 0.0; if (48 == usage) [obj setLatitude:axisvalue]; else if (53 == usage) [obj setCenterDistance:axisvalue]; else if (49 == usage) [obj setLongitude:axisvalue]; } }[/code]
  10. I am currently trying to map gamepad controls in a Cocoa application, using Apple's HIDManager api. However, I ran into a problem, and can't find an easy solution to it. From examination, it seems to me, that the only way I can identify distinct control updates (button presses and stick movement) is via an integer identifier, I get back from the [i]HIDElementGetCookie(element)[/i] function. But this identifier is completely vendor specific as far as I know. For example, on my simple logitech Gamepad, the Cookie 18 describes the X-Axis of the left analog stick, whereas on the PS3 controller the same Cookie value describes the upper-right shoulder button. Is there any technique or reliable other method, how I can identify specific elements of a controller? To add some code to my question, here is the HID callback function, that handles the control update: [code]void gamepadAction(void* inContext, IOReturn inResult, void* inSender, IOHIDValueRef value) { IOHIDElementRef element = IOHIDValueGetElement(value); Boolean isElement = CFGetTypeID(element) == IOHIDElementGetTypeID(); if (!isElement) return; IOHIDElementCookie cookie = IOHIDElementGetCookie(element); IOHIDElementType type = IOHIDElementGetType(element); if (18 != cookie && 19 != cookie && 21 != cookie){ NSLog(@"Gamepad talked rubbish at %d of type %d", cookie, type); return; } IOHIDElementCollectionType ctype = IOHIDElementGetCollectionType(element); CFStringRef name = IOHIDElementGetName(element); long elementValue = IOHIDValueGetIntegerValue(value); NSLog(@"Gamepad talked: %d / %d - %@ [%i] = %ld", type, ctype, name, cookie, elementValue); if (18 == cookie || 19 == cookie || 21 == cookie){ MyGameController* obj = (__bridge MyGameController*) inContext; float axisScale = 128; float axisvalue = ((float)(elementValue-axisScale)/axisScale); if (elementValue <= axisScale +1 && elementValue >= axisScale -1) axisvalue = 0.0; if (18 == cookie) [obj setLatitude:axisvalue]; else if (21 == cookie) [obj setCenterDistance:axisvalue]; else if (19 == cookie) [obj setLongitude:axisvalue]; } }[/code]
  11. Hello Everyone, I am an experienced developer in "[i]the serious business"[/i], and am currently trying my hand at game development. Since I am starting my journey on a Macintosh, I also started to write for that platform and with the tools available here. This means Objective C, Cocoa and OpenGL/OpenAL. I haven't found any good tutorials on that topic yet, and so I started to document my work in a step by step diary/tutorial as I am learning the ropes. Maybe that stuff is also of interest to someone here. To entries about basic OpenGL wiring and OpenAL processing are already done. More will follow as I am progressing. I am currently writing the third entry about Gamepad control via the HIDManager. Sorry, if that is the wrong place for it (it forums are quite big) or if posts like this are not welcome at all, in which case I can delete it (hopefully). But I thought, that maybe of use to someone here: Part 1: [url="http://dragonsandbytecode.wordpress.com/2012/01/16/game-developers-diary-1-opengl-and-coco/"]http://dragonsandbyt...pengl-and-coco/[/url] Part 2: [url="https://dragonsandbytecode.wordpress.com/2012/02/18/game-developers-diary-2-the-world-is-alive-with-the-sound-of-openal/"]https://dragonsandby...ound-of-openal/[/url] Regards, Mr. Raven
  12. Game Developers Diary 2: The world is alive with the sound of OpenAL http://t.co/So5L0dgV