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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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  1. @bones, I understand most of what you said. I understand in programming there are many ways to do things. I understand the layers thing because it sounds like photoshop. So, i looked over his first 2 videos on loading and displaying tiles. This is very helpful. I will take what he is doing and apply it to SFML C++ Whats confusing is he seems to be scrolling the map. I thought you are suppose to scroll the map only when the play reaches the end.
  2. I will try to not be vague so i can get some real help here.. so please bear with me.. I am tying to learn SFML I am not new to C++. What i want to do is make a map and have an animation sprite move around and have boundaries and interact with objects. I have an animation class and a player class where i am loading and displaying a sprite sheet and moving him around the screen(animation) for a player(not perfect but works). What i am confused about is making the maps and displaying them and setting boundaries for the player. I hear terms like level, layer but unsure what they really mean to game design, and how they all work with the map and the player animations, collision detection etc.. I want to make a 2D rpg type tile game. something like zelda or chrono trigger, final fantasy. I am trying to understand the structure. The first layer allows you to define a basic landscape. A second layer allows you to decorate it with trees, chairs, or other objects. A third layer contains your sprites? Are sprites just like enemies, players, etc? Or can they be a whole map? fourth layer defines the boundaries inside which the sprites can move. Question #1 Is this all done when i make the map? Do i define the layers in C++ code? Please forgive me if i seem to have a lot of questions below. Question: #2 I want to make a map and set boundaries( collision detection?) and move the player sprite around the map. I am just not sure where to start. Can i use something like tiled map editor? do i make one big map that consists of the entire game or do i make a map for each screen size? Do i just then add it to a data structure and then load it to the screen when needed? I was looking over this tutorial on developing a SFML C++ tile engine from scratch. [url="http://www.dreamincode.net/forums/topic/230524-c-tile-engine-from-scratch-part-1/page__gopid__1590475&#entry1590475"]http://www.dreaminco...5[/url] He doesnt go into the map making process at all. he mentions XML which i am familiar with and xaml but unsure how to use it. XML seems like something that could be easy to use with SFML? Seems like good guide but unsure how XML fits in with the map making process! Can anyone give me some guidance on how the tile map process works with layers, etc..? I guess i am just confused on the process. Sorry if it seems like i have a lot of questions. I tried to shorten it so someone will help me. I have been threw most of what i can find for SFML