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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.

vipar

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  1. So I opened up this blog which I will use for Coding and hopefully mostly Code :)   Design, Coding, Theory. Stuff like that! My most recent article was on how to use the Unreal Engine 4 Blueprint system to create a simple flashlight.   It's a very powerful system that I consider the spiritual successor of UnrealScript.   https://thecodejar.wordpress.com/   Give it a look!
  2. I did some 4K texture tests to see what it would look like (Placeholder) as well as to see what kind of performance I'd be looking at.   The results were pretty good I'd say for a texture that took 2 minutes to make and apply.   https://www.youtube.com/watch?v=Hu4eQlkXPPs
  3. So as the title suggest I have been testing some Emissive Materials on Crystal Meshes.   http://www.youtube.com/watch?v=vghm0J5rGJA
  4. Last night I received a letter saying that my Company is now registered!   Looking at the CEO of Dynamic Realities :D
  5. Let me know what you think of this video and also buy this game if you like mind-fuckery ^^   http://www.youtube.com/watch?v=g-C7ElF6yNI
  6. Made a 2nd video showing off Audiosprinting which a mod for the game found in the steam workshop   http://www.youtube.com/watch?v=35cO2x1xutI
  7. So I just bought early-access to this game and it is actually quite fun.   When you start the game you are introduced to one of the new modes called Waveboard where you essentially surf on your music and then when you see a chance to jump, you do so to get big air time and do air combos for points.   If you play the Waveboard Grid mode you get to pick up bricks for points like the old game. Except they work as a multiplier for your jumps instead.   I made a little video to show it off. The song in this video is from the game itself as I didn't have any songs on my computer (damn you Spotify). You can also link your account to Soundcloud and stream music from those you follow directly to the game. Let me know what you think of the video.   http://www.youtube.com/watch?v=qkAq6RJl5Mo
  8.   Thanks for the KhanAcademy site. No idea that existed ^^
  9.   Why are you even here? :/
  10.   Given that a Vectors Rotation is calculated in Degrees (which is how they are defined in SFML [0, 360]) I have to calculate in degrees   It's not a choice.
  11.   I guess I'll see if it comes back and bite me in the ass later Lol
  12. Did a bit of adjusting and stuff so that I move according to WASD.     Here is the result of your help :3   [media]http://www.youtube.com/watch?v=e0_XTB6y8WE[/media]
  13.   I moved the Sqrt() call out of the distance call and squarred epsilon instead. The behaviour is the same except for the lag which is gone now. Thanks. This thread have been helpful.
  14.   It ended up like this:           private static void MoveSprite(Vector2i mousepos)         {             double distance = Math.Sqrt(((sp.Position.X - mousepos.X) * (sp.Position.X - mousepos.X)) + ((sp.Position.Y - mousepos.Y) * (sp.Position.Y - mousepos.Y)));             if (Math.Abs(distance) > Math.E)             {                 Vector2f targetV = new Vector2f(mousepos.X, mousepos.Y);                 Vector2f directionV = Normalize(targetV - sp.Position);                 sp.Rotation = (float)Math.Atan2(directionV.Y, directionV.X) * 180 / (float)Math.PI + 90;                 sp.Position += directionV * speed;             }           }   It now stops moving when it gets close to the mouse. But it started lagging now. Which I think is somehow related to the Math.Sqrt() call.
  15.   I don't think you read the post or the code :/ I am already doing that.   No, you are tracking the rotation. Track the mouse position. if fabs(old_pos - mouse_pos) > epsilon then old_pos = mouse_pos directionV = Normalize(mouse_pos- sp.Position); else directionV = Normalize(old_pos- sp.Position); endif newRot = (float)Math.Atan2(directionV.Y, directionV.X) * 180 / (float)Math.PI + 90;   Can't really see how I should translate this into C# given a mouse position is given by a Vector2i and a position is given by a Vector2f and by subtracting them you can't get a single number you can compare to Epsilon. Epsilon would have to be either  vector itself to test for "is greater than" or the subtractions of the vectors have to be made into a number.