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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.

levela13

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About levela13

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  1. I'VE GOT A @Medium INVITE!!! YAAAY!!
  2. Today's To-Do list includes: shopping, blogging, coursework. Sounds like a day!
  3. I should write an article about why every game designer should learn to code (properly).
  4. I have thought about that, but won't that cause problems with the physics when resizing? 
  5. Hiho!   I am a game designer student who started working with box2d and Libgdx recently. My game idea relies on Box2D heavily, so I spent about a week learning Box2dWeb (which is the JavaScript port of Box2d), and learned hopefully most of the things that I am going to need in the development process. You can see the end result here.    When I got done with this, I took a dive into libgdx. Read a lot of tutorials and documentation, and managed to get most of the things already working, but I am stuck with the pixel to meter (and vica-versa) scaling system, therefore I can't get it working on my Android device.   Using Box2dWeb I could solve the scaling problem by setting up a scale variable, and dividing and multiplying with it. According to the web, 30pixel should be equivalent 1 meter, so I did the following: SCALE = 30; ... var bodyDef = new box2d.b2BodyDef(); bodyDef.type = box2d.b2Body.b2_staticBody; bodyDef.position.x = 400 / SCALE; bodyDef.position.y = 600 / SCALE; bodyDef.userData = 'Ground';   var fixDef  = new box2d.b2FixtureDef(); fixDef.shape  = new box2d.b2CircleShape(50 / SCALE); And the ground was in pixel-perfect position, and when attached a bitmap to the ball, it matched as well! In Java, it is different..   I have followed a tutorial which made me set up an ortographic camera with a viewport of 48*32 meters, then positioned it in the center. I have tried the same method that I  used with Box2dWeb, but it didn't work.   I want my game to be playable on Android phones and PC as well, so I do not know how I should solve this problem (or how I should configure / resize the viewport) for different screen sizes, or just a simple screen size.   Ps.: Sorry for the half-finished post, clicked the wrong button as it seems.
  6. Hiho!   I am a game designer student who started working with box2d and Libgdx recently. My game idea relies on Box2D heavily, so I spent about a week learning Box2dWeb (which is the JavaScript port of Box2d), and learned hopefully most of the things that I am going to need in the development process. You can see the end result here.    When I got done with this, I took a dive into libgdx. Read a lot of tutorials and documentation, and managed to get most of the things already working, but I am stuck with the pixel to meter (and vica-versa) scaling system, therefore I can't get it working on my Android device.   Using Box2dWeb I could solve the scaling problem by setting up a scale variable, and dividing and multiplying with it. According to the web, 30pixel should be equivalent 1 meter, so I did the following: SCALE = 30; ... var bodyDef = new box2d.b2BodyDef(); bodyDef.type = box2d.b2Body.b2_staticBody; bodyDef.position.x = 400 / SCALE; bodyDef.position.y = 600 / SCALE; bodyDef.userData = 'Ground'; var fixDef = new box2d.b2FixtureDef(); fixDef.density = 5; fixDef.friction = 0.5; fixDef.restitution = 0.9; fixDef.shape = new box2d.b2CircleShape(50 / SCALE);     And after assigning a bitmap to it, it matched the shape of the box!
  7. Jól van, szerencsére a probléma a telefon másik oldalán volt #elozo
  8. Érdekes érzés ám olyan játékot fejleszteni aminek része vagy... #gd
  9. Project disabled on it's way #gd
  10. [quote name='kruncher' timestamp='1337261857' post='4940926'] @levela It looks like your decided, but here is something that I discovered yesterday in the Indie Developer group on FaceBook: [url="http://www.haxenme.org/"]http://www.haxenme.org/[/url] - NME targets iOS, Android, webOS,BlackBerry, Windows, Mac, Linux andFlash Player using your same code. It looks pretty cool, I am going to have a play with this today. [/quote] This actually looks pretty cool! Will give it a go for sure! Ty!
  11. @Dragonsoulj Thanks mate! @mhagain I agree with you, though the question of the topic is "What language should I choose?". My goal was to find the programming language which can be used for cross-platform games. Right now I think that the best choice is Java for me, because it runs on web, which can be cross-platform if the browser supports it. Guess I'll start learning it. Thanks for the help, guys!
  12. Well, I've downloaded Unity3D, tried it out, and its really awesome.. but I think it would be overkill for my project (and expensive). My game would be a text-based rpg with a huge twist, so.. I don't know yet. I've looked into HTML5 and found [url="http://www.scirra.com/construct2"]Construct2[/url] which is cool also, don't know yet wether I can get all my desired features working with it, but gonna look into that. If everything fails, XNA with Mono is still there. Thanks for the help, guys!
  13. Hello gamedevs out there! First of all, I have to admit that I'm [b]totally[/b] new to game development. So please, don't eat me. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] I know the basics of c# (handling files and data, structured arrays, kinda have some idea about classes and methods, but I ain't that sure about it yet.), because I had to use it on my matura exam. Well, and now, I would like to make a game. The main goal is that the game should run on the most popular platforms (Android, iOS mainly, but I'd be happy if it could be ran on web also). I've done some research, but I'm still not sure about which language I should choose. XNA with MonoGame? Java? c++? The game would be 2D, so if the engine doesn't support 3D then it's not a problem. Thank you! [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img]