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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 TheVirtualDragon

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  1. Here is how I think it works (at school anyway): There is some guy with half a brain who likes a video he sees. He shows it to his similarly half brained friends who love It and drool all over the screen. They post it on Facebook, for their 500 friends to see. This happens again, until alot of people know about this random video The rest of the people are probably geeks who make games (i.e. Me) and cannot bear to not fit in socially so they watch it. Soon everyone has seen it, a big alien comes, destroys the Earth, end of. And I also thought it was something to do with Open source gamnam style game as well...
  2. Hello All. I use Linux and I know about Window Managers and Desktop Environments and X11. I don't want to create a desktop environment from scratch, but I want to know how WMs and DEs work together. Is a DE just a WM with an additional layer of graphics? And how do Desktop Environments work, exactly? Finally, I want to know how people "fork" desktop environments - for example, Cinnamon forking from Gnome3. How would I do this, and what license would I use? Thanks in advance.
  3. Creating an OS is one of the hardest things ever. However, if you want to create just a GUI, then pick a pre-existing OS - like a Linux distro - and write the GUI in something like C++. Also, if you are serious about creating an OS, then I suggest you look at [url="http://wiki.osdev.org/Expanded_Main_Page"]this[/url]. It is a very useful resource, in my opinion.
  4. So if I use QT to develop my application, then the overall application could be, say, MIT, because it is compatible with GPL? And what [i]is[/i] the difference between GPL3 and GPL2?
  5. I have Avast free and it also reports every single application I make as malware and that I should run it in sandbox. I think it does that probably because it doesn't recognize the program. I have given up on avast and bought something a bit more normal, like webroot.
  6. So if you use GPL / LGPL licensed software in your application, then does your application have to be GPL as well? Because if it doesn't then obviously Digia are trying to put people off, because the resultant software doesn't need to have GPL.
  7. I was looking at the QT-Digia site, and I found that they really try not to get people to use open source. So i thought that it would be a good game to see how many examples we can find of companies trying to downgrade open source projects or licenses. Here's what Digia say about GPL: [quote]LGPL and GPL are complex licenses that contain many obligations and restrictions you must abide with. Always consult an experienced lawyer before choosing these licenses for your project.[/quote] Is it really that dangerous to develop under LGPL and GPL? On Linux, most things are GPL so I find this really weird.
  8. Microsoft killing off XNA...Wow, My friend would certainly be dissapointed. He's a massive C# / XNA / Windows fan and I've tried to get him to learn C++ / SFML / Linux but failed. Also, analyzing what Microsoft do seems fun, why isn't there a whole forum doing it already?
  9. I advice SFML. It is not just good for beginners, but also provides flexibility and options to advanced users. That said, it's API is easy to understand, clean and object orientated. You can integrate it too OpenGL very easily as it is built from OpenGL. As a result, it is also faster than SDL because of hardware acceleration. Both SFML and SDL are transiting to their 2.0 versions (SDL 1.2 to SDL 2.0 and from SFML 1.6 to SFML 2.0). I would advise you to use SFML 2.0 as it is in it's RC stage and it's API isn't that different from SFML 1.6 - which means that you can follow the SFML 1.6 tutorials. SFML also has quite a good forum if you need help. P.S. I do not have any experience at all with SDL, or with it's website and forum.
  10. [quote]a filter to transform from source language A to target language B[/quote] Well, that was my idea; read a file and output C++ code, before compiling it. I didn't really want to make a whole new compiler and language because I wanted to get more experience in programming before I did something like that. Also, will I have to learn Java to use ANTLR? Or is there another tool for language recognition which is written in C/C++?
  11. I know I am not ready for this kind of thing; which is why I am making a game instead and why I am here on GameDev. I was thinking ahead for what to do when I am old and bored.
  12. So if I wanted to create a small language, like Squirrell (but one that has a compiler instead of an interpreter), what would be my best option: a) Modify the gcc source to match my needs, b) Write my own compiler using Flex and Bison or c) Write my own compiler from scratch Basically, what would be the easiest option and take the least time? (Sorry if it is getting too offtopic)
  13. Thanks for the suggestion Lightness1024, although Lex and Yacc appear outdated and Flex and Bison are the suggested alternative. This has turned out to actually be an interesting topic.
  14. OK, that makes even more sense then it did before. I also realise what it meant when an article I was reading said that the C-code Cfront produced was harder to read for humans.
  15. Thanks for the replies, they have cleared some things up. So basically, if I wanted to, I could download (for example) the source code for GCC and modify it to add a new feature in to C++? Also, [url="http://simple.wikipedia.org/wiki/Machine_code"]this simple Wikipedia article[/url] says that to write machine code (which is what compilers do) you would need an assembly language, a hex editor or a high-level programming language. Is this correct? If so, which high-level programming language is used?