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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 argoneus

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  1. LibGDX seems nice. But I still don't know. It runs on .NET but it's Java? What is this sorcery.
  2. I never said I didn't understand how pointers work, but for me it's a hassle that increases the time until I see any progress on my game, so I want something easier but powerful to begin with. If I indeed decided to go with C++, what library should I go for?
  3. Alright, let me rephrase it. I don't want to deal with pointers just yet. And even if I did, I still don't know what library to go for.
  4. So far I have my eyes on jMonkeyEngine because it seems both easy and powerful (and works on Lee-Nukes), but, is there anything else? I'm trying to avoid C++ for now as I am a beginner >.> Also, the game isn't first person, it's more a top-down strategy view only, so if that changes anything..
  5. ..And I can't find anything relevant.. Like how should a general JS skeleton look like? Are there any good libraries to use? How can I import maps made in Tiled to a canvas-based game? I know it's a lot of questions and little detail but JS/HTML5 in general confuses me as of now so I'd like some clarification if possible please. Thank you!
  6. I see. How is Slick2D?
  7. Hi, I'm trying to work on a topdown tile-based multiplayer RPG (not a MMO though, separated 'rooms'), but I pretty much died at language selection. I tried using C++ w/ SFML but it felt like doing too much to accomplish little. Then I tried C#/XNA, but since I'm on Linux, it didn't really work out since MonoGame feels more like a tool for porting games made in actual Visual Studio XNA. So now I was considering the middle way, Java. But my experience with Java in terms of games (from a few years ago) is that it's slow, bloaty, crash-prone and doesn't run on a lot of computers natively. So my questions: 1, Is Java today comparable to SFML / XNA? 2, How is the speed of development and user-accesibility compared to the latter? Thank you!
  8. [quote name='wildboar' timestamp='1337907053' post='4943076'] int * a, * b; there ya go, some basic pointers [/quote] Wow. Just wow.
  9. Hi, I'm fairly new to game development but it's what I want to do once (18 yo) and I need some basic help please. I started learning programming in general a while ago and I'd say I'm somewhat a-okay in C++ (I understand the basic concepts) and trying to learn others like Python or Perl as well. I also prefer opensource/multiplatform stuff (being a Linux dev), so things like C#/XNA are out of the way. Here's what I'd like to ask: I wanted to make a pet project of mine, a game similar to another game called 'Space Station 13'. It's a top-down tile-based game so I thought it would be fine for a start if I want to invest time in it and learn from it. The problem is: I'm not sure what languages / frameworks are currently 'in' so I'm basing it on C++/SFML/OGL. Is there any better choice, some tips, books or just things in general I should know? Thanks a lot!