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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.

Daaark

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  1. The crappy embedded chips we have now are complete shit compared to what we had in the 90s. They pick up interference from everything else in your rig, and they often chug on simple tasks. A significant cause of android's keyboard lag is the crappy chip trying to replay the typing sound over and over. Lots of lag with embedded chips comes from waiting for sound data to be moved around and play. When the chips can't keep up you get stuttering, popping, or dropped frames. My almost 30 old SoundBlaster 16 is laughing at this. I wouldn't blame MS for this. Eventually it just got cheaper for OEMs to use cheap embedded parts at low or no cost than to include more expexpensive parts from other vednors. It also lets them keep the power requirements lower. The same thing happens in the GPU space. We get embedded chips and 200W PSUs.
  2. I work at 1 unit = 1 meter. But this doesn't matter. Whatever works for you. A lot of tools standardize on 1u = 1m though. A skeleton joint for the most part just rotates. When you attach a finger mesh to a finger join, and then move that joint 90 degrees, it just means all the vertices attached to it move 90 degrees too. It doesn't matter how big the skeletons or characters are. Every vertex just takes on the rotation from the bone(s) it references.
  3. No, Zen 5 is a simple 2D top down game. I play(ed) it until the micro-transations got ridiculous. It's a tile map and sprites. But that's beyodn the point, because he was talking about the look and style, not the code-base, which I know is something this community has a very hard time grasping. I had no problem making a 2D top down RPG 6 months into my programming career, because I was focused on getting stuff done, instead of coding just to code, like a vast majority of people who hang around places like this do. Like that nice article that was posted today of someone who screwed around for 9 years and made no progress, making the same mistakes most people who posts in communities like these make. Everything in Zen 5 and similar titles (they are flooding the mobile market) is standard stuff that have tutorials adnauseam (I didn't have access to those when I started). There is a billion and one tile map and sprites tutorials on the internet, and if the Op spends a month or to learning Java, he can have a sprite walking around a tile map in a day or so. Then he has plenty of time to implement a Zen 5 style game. But with an attitude with yours, I'm sure it's more than impossible in ten years. It happens in every creative community. Those who want to create, create, and those who can't just hang around those that can and talk about it every day for years, producing nothing. But it's fun to throw those buzz words around!
  4. This is the epitome of why this forum blows. If you're not going to leave a thread better off than how you found it, why bother posting? Zenonia 5 is an simple android top down action RPG. It's 90% design and 10% programming. It's not some big, insurmountable goal. For android you'll want Java (read a book and learn it all first, if you jump ahead, you'll spend your entire year stuck on trivial things) + libGDX (don't touch until you complete a java book) will cover your programming needs. RPG Maker (now available on steam) is a much better choice, but they don't seem to have android support. The developer says they have been working on Android support, but that doesn't mean it's coming any time soon, or that it will even work well. Character design is not a technical thing. Get a pencil and a notepad and start creating. Figure out what your game is going to be about first, and then design characters that will take on the roles needed. When your design is finished, you'll know exactly what you need and an start working on them in a paint program. Keep your game small, simple, and focused. If you want to finish it in a year and a half starting from scratch you'll have to dial it back to something small, like 1 town and one randomly generated dungeon. If you can finish that, you can use it as a nice base to keep working on another game after that.
  5. Both the web page and the game are a complete eyesore of bad clip-art and clashing colors. You can't mix photographic and non photographic texturing, it just looks like a a mess. You have no set style in game. It just a bunch of random art styles mixed together. You can't have shaded stuff and non shaded stuff in the same scene. For instance your fully shaded pig on top of a full bright raft. The color of that raft cannot possibly exist in that scene, unless it happens to be emitting light. The title of the game, flashing inside the skybox is probably the poorest choice graphically. It should be on a screen aligned quad. The colors in the title clash heavily with everything else in the scene. Also, the skybox being so close is also a poor choice. It's being used in the absence of a fully finished 3D scene. You can't just have 10 feet of water and then a flat wall with completely out of scale (and non matching) trees. The main menu and the game HUD bleed into each other. The game doesn't even work. When I try to walk, I just roll around in the terrain. Arrow keys to move also scrolls the actual web page. The camera is crazy and goes all over the place. Don't be discouraged though. Keep refining it until you have something nice.
  6. That attitude in general won't get you very far. There is always a new language, skill, or technique to learn when developing something!
  7.   You know, I never even thought of doing that, despite having done something similar with satellite images back in architecture school (obligatory "don't go to architecture school" warning). Guess I learned something new. Always work from reference. Some people use images in the orhto views, and some people throw up textured planes into the 3D views. Here are some popular figure references: http://wiki.polycount.com/CategoryReferenceAnatomy?action=AttachFile&do=get&target=loomis_orthomale.jpg http://wiki.polycount.com/CategoryReferenceAnatomy?action=AttachFile&do=get&target=loomis_orthofemale.jpg There are also topology guides you can follow so you have a good idea of how your edge flow should be set up for good deformation.
  8. Most models, especially characters are modeled on top of reference pictures that are dragged into the 2D viewport. It doesn't matter what size they are, because the proportions will never change. Just drag them in, and line them up so that the front and side views match up. Don't worry about the scale until you are done. When you are happy with the model, remove the reference images and scale your model to whatever height you want. If you're using 1 unit to a meter, then your model will end up 1.8 units tall. You can use the same skeleton for all your characters with some exceptions. You can re-target, or even copy and paste the skeleton from one model to another. As long as the characters have the same number of joints.
  9. BlenderCookie, Youtube, and Vimeo. The official Blender books are expensive, and the software changes very quickly. Blender typically does a big new release every 2 months, so those books are out of date almost as they come out. Any cheap books you might find will usually deal with it before the big 2.5 redesign and will be almost completely useless. I think video is much better for something like Blender. It's not enough just to know what does what. It really helps to see the workflow and how people actually use it. You learn a lot more by watching someone model stuff then just reading what each button does.
  10. It's native windows + D3D? Look for a function called SetCursor(false) and change it. Or WhateverD3DDeviceIsCalled->ShowCursor(false);
  11. I googled it, and it looks like someone's example framework. Most likely, the author just told the program not to show the cursor. Do a search in the source code for the word cursor, and look for the line where they set the cursor visibility to be false. In XNA GS the line would contain IsMouseVisible = false. Comment it out, or change it to = true;
  12. Get a good book that assumes you know nothing about programming, and follow along with all the C# programming exercises. Then learn how Unity3D works, and you can import models and script their behavior. 3D modeling only seems hard until you understand how it works. After that, it's purely about creativity, and how much time you want to put into it.
  13. Learn C#, grab Unity3D, and then follow along their 3D platformer demo project at : http://u3d.as/content/unity-technologies/3d-platformer-tutorial/3yF You will also need to learn how to create content. I suggest grabbing Blender and learning how to model, animate, and export to unity using the videos at BlenderCookie.com