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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. [quote name='Slavik81' timestamp='1333492385' post='4928023'] There's almost no way that the ifs/switches determining what to draw would be significant. That sort of code is trivial in execution cost and relatively rarely executed. Your problem is far more likely to be due to whatever you're doing once you determine what to draw/animate. [/quote] thanks, I think I'll try to make it draw 2 large bitmaps instead of each tile.
  2. Hey guys, all Oz references aside, I got a question. Basically, I have a game (using Allegro), and its coming along very nicely, I have a map, tiles, enemies, textures and the lot, but I notice that the lag tends to spike at what (seems like) random. I'll get to why I think its lagging later, but I should probably go over the whole things for the sake of completeness. Every cycle (tick, whatever you want to call it), the game draws all the tiles (including water and lava, which are animated with 2 frames), runs the enemy through its AI once, then draws the player and the enemy (both use the same animation technique). All the tiles store a pointer to their image (and a second one in case they're animated), and are in turn stored in a room object. Now,I think the player object is particularly ugly and lag prone because of its animation function. it uses an if statement to check if there is an animation started, then another if statement for each direction the player could be facing (NESW), then a switch for what frame to draw. The switch uses an integer that gets advanced with each tick, and reset to 0 when a new animation is started. There's also some other switches for standing still etc. Is it the amount of if/switch statements slowing it down? or is it something else I'm not aware of. I hope that makes sense.