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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 bjgamer

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  1. You might find this useful http://gameprogrammingpatterns.com/state.html   It outlines the state design pattern.  Basically you only accept certain inputs when the player is is certain states, i.e. When the player's state is "jumping" and the arrow keys are pressed then the character can move; if the character is in state "air_dash" and the arrow keys are pressed then nothing happens.
  2. Being a CS student myself this has happened plenty of times to me.   - Let them know that they have responsibilities to the group, and they have to do their part.  Mention it once, maybe twice, and leave it at that. - Let your professor know that they didn't do their part (keep minutes for meetings and/or a log of what everyone worked on) - Do not fall behind. There is a set deadline for when your project needs to be finished.  If they're not working everyone else has to pick up the slack so your group doesn't fall behind.   Sorry to hear about the unproductive team members, I feel for ya
  3. If you don't mind reading polygon.com, if your looking for videos try rev3games on youtube.
  4. Do you mean the lines should be drawn green instead of red?  if that's the case then you should try to debug your code.  Put a breakpoint here: if (map.IsValid((ushort)(mapx), (ushort)(mapy))) { b = new byte[] { 0/*Blue*/, 255/*Green*/, 0/*Red*/ , 0/*useless*/ }; //breakpoint here } First make sure your this line of code actually runs, if not then you have a problem in your map.IsValid(...) function.  If this line gets run, make sure you're not redrawing over your green lines.
  5. From what I can tell you're incrementing all of your loops by one instead of by the size of your tiles (which makes them all draw on top of each other).  You want to increment by the size of the tile, ie   for (int dx = 0; dx < size_of_puzzle; dx += size_of_tile_x) { ///logic }
  6. Try to think of pointers as street addresses.  Its a lot faster and more efficient to say I live at "101 binary street" than it would be to grab your actual house and say I live here.
  7. I use C# and ASP.Net (which is basically HTML, and JavaScript)  for my all of my web programming.   If you have a valid college email address you could go to https://www.dreamspark.com/ and download VS 2013 for free to play around with it.
  8. I knew a guy who wrapped some code that would never be reached in: if (superman > batman){ //some code }
  9. Not to harp on you or anything, but you could literally step through every line in your code with a debugger and see which one is breaking your program.  They're not that hard to use and there are TONS of tutorials online.   You've said repeatedly in this thread that you only want to find the alignment bug, but you keep refusing to use the tool that's specifically designed to do this.   Debuggers help you find and fix bugs quickly
  10. I can't really tell from your code, but it looks like your program does properly check for collisions and stores where those collisions are.  My intuition tells me that your program doesn't break after a collision is detected and skip to the next piece.     If you have any logic that is supposed to do that in your code I'd put a breakpoint there and see if it is ever reached.  If not it should be pretty straightforward to implement   
  11. Making your hero not be the chosen one, while being the first person to find/use this power is gonna be tough.  When I think of a chosen one I picture someone who got their power from some external force because they're "special".  I'd try to focus on taking the "special" out of the equation.  Maybe your character is the only person who figured out the steps to gain said power, maybe everyone knows about the power but choose not to get it because it comes with irreversible consequences or cost, or maybe your hero happens to discover something previously that puts him under a curse that they don't notice until they're 2 seconds from death.   In short, try to avoid using the "I have powers because I'm me" cliche.
  12. A lot of your problems seem to come from bundling together all of your checks and causing conflicts.  Try separating your functions based on what direction your going and what collisions can happen in that direction to avoid more confusion.  For example if your moving up you only need to check for player top collisions.  You don't need to check whether or not you've collided with the bottom, left, or right walls.
  13. Cool thanks!  I'll definitely check out the book and the Gameboy docs.
  14. A couple of buddies and I wanted to see if we had what it takes to make a small video game console from a Nexys-2 FPGA board.  We have some experience with C and assembly, but we're not really sure how to get started.  Does anyone have any advice or links they'd recommend?  Thanks in advance! 
  15. This may be a little simplistic but if you make predefined paths for certain towns/ types of people (certain towns only travel to certain other towns/ merchants go to the closest town that hasn't been visited in a while ),  you could just have a random value that determines if someone dies when they leave a town.  Every time someone leaves the value is calculated based on how dangerous the area they're traveling in is and if it's in a certain threshold the person dies.