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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 lthannyl

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  1. off the top of my head, i would create a class called Effect with an abstract method called perform() then make other classes that define each particular effect, for example, you could create a strengthBuff class or whatever and implement the perform method to give it whatever logic you want. perform could also take parameters if needed, like perform(Actor actor) etc. I did something like this for my Pokemon clone game, each move (like ember for example) not only deals damage to the other pokemon, but it also has a chance of contaminating the other pokemon with a lingering effect (in case of ember, it was damage over time) so each move had an effect attached to it, and i simply implemented the perform method for each individual move, (sand attack lowers accuracy, etc)
  2. Hey guys, i've been making a little super mario clone in Java but I need help, you see, if you download it and play it, you will notice it is quite stutter-y, and that really shouldn't be the case since it's such a small program. So i assume it's 2 things, either my game loop is faulty (i'll provide the code below) or it's simply that Java just sucks at this, so I'm gonna go with the first one cause i love Java. Anyways, here's my game loop.   /** * Contains the main flow of the game. */ private void run() { timer.schedule(new TimerTask() { private final BufferStrategy bf = frame.getBufferStrategy(); private long startTime = System.currentTimeMillis(); private long currTime = startTime; @Override public void run() { elapsedTime = System.currentTimeMillis() - currTime; currTime += elapsedTime; try { //get graphics g = bf.getDrawGraphics(); //get input inputGame(); //update the game updateGame(elapsedTime); //draw the game drawGame(g, elapsedTime); } finally { g.dispose(); } // Shows the contents of the backbuffer on the screen. bf.show(); Toolkit.getDefaultToolkit().sync(); } //start this loop every 17 milliseconds, which is roughly 58 frames per second }, 10, 17); }the variable timer, is of class Timer in Java.util.Timer, not the swing Timer, which i heard is unreliable, but this one is too clearly. at the moment, I'm not really doing much with elapsedTime, but it's there just in case, i figured i didn't need it since that loop will run every 17 milliseconds, and my update and rendering methods only take 2-5 milliseconds to finish. Do you guys know of very effective game loops that provide very smooth rendering? I can provide more code if necessary, Thanks in advance!