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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 Hadzz

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  1. Okay so I'm making an XNA game for my senior project, and everything is going okay except for one little annoying thing. I'm using Blender to make the models and it works pretty good. But for the wall models I make, I have 4 faces on the front so i could tile the texture to make the bricks look a little smaller. When viewing from the front, everything looks fine, but when you look at it from the side, a fairly thick black seam appears. Front View: [IMG]http://i992.photobucket.com/albums/af45/Hadzz/2012-09-29_1243_zpse51022c0.png[/IMG] Side View: [IMG]http://i992.photobucket.com/albums/af45/Hadzz/2012-09-29_1242_zps208b07da.png[/IMG] Wall With More Faces (Side View): [IMG]http://i992.photobucket.com/albums/af45/Hadzz/2012-09-29_1252_zps7481f79f.png[/IMG] Draw method (second part is drawing a bounding box when its selected): [source lang="csharp"]public void Draw() { if (!drawObject) return; // Copy any parent transforms Matrix[] transforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(transforms); GameEngine.Graphics.DepthStencilState = DepthStencilState.Default; // Loop for each mesh in the model foreach (ModelMesh mesh in Model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.LightingEnabled = false; effect.World = transforms[mesh.ParentBone.Index] * World; effect.View = GameEngine.View; effect.Projection = GameEngine.Projection; } mesh.Draw(); } if (selected && hasBoundingBox) { GameEngine.Graphics.DepthStencilState = DepthStencilState.Default; effect.View = GameEngine.View; effect.Projection = GameEngine.Projection; effect.CurrentTechnique.Passes[0].Apply(); { GameEngine.Graphics.DrawUserPrimitives(PrimitiveType.LineList, vertexData, 0, 12); } } }[/source] Has anyone else run into this? Any ideas on how to fix this? Any help is much appreciated.
  2. Well I'm new here and I thought I would share my ideas and ask for yours. I got a group of 4 friends from my c++ class and we are going to make a game in XNA for our high school senior project. We plan to make the engine ourselves over the summer and design the game next year. I do understand it will be quite some work, but we are fairly experienced programmers. Our idea is to make a 1st person platformer (a to b type game) and have it be on windows and xbox... just wondering what you guys think about making a game engine, sharing the work evenly, past experiences, help with game ideas or anything else you might think will help, thanks!