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      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.

Mito

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  1. Get us the declaration of aSprite1.GetTextureQuad().   I think your problem is that GetTextureQuad() returns by value, that would create a temporary object and then get a reference to it.   here's some info: http://www.herbsutter.com/2008/01/01/gotw-88-a-candidate-for-the-most-important-const/
  2. RB Whitaker has excelent tutorials on XNA, Monogame (he gives special atention to the principal diferences and custom steps between the two), C# and Java:   http://rbwhitaker.wikidot.com/monogame-tutorials
  3. I can't see the video right now, but it apears that you've really gone for the sugestions on the other thread and started with an ORPG.   When i got on this forum I had the same dream of making an MMO. I also did not believe on all the posts saying how hard it was, but after sometime I got bored with the idea.   It seens that starting small and growing the game little by little you may someday be able to deliver an MMO, I look forward for your reports.   That said, i think you should start an developer journal here on GDNet.
  4. The concept sounds cool, sometime ago I was playing with the concept of Theme Music Power UP , but i could not find a way to make it an active concept, as in it's an actual power up.
  5. Those look quite good for a stealth game, and i'm going to sugest 2 games for you to take a look and get inspiration: Dishonored and Mark of the Ninja. Dishonored has a blink skill that's quite like what you want for number 1, I personally find that skill quite enjoyable to use. Mark of the Ninja on the other hand has a grappling hook that blends quite nicely with the general gameplay, the special edition also has some commentary on the thinking process of the game, one specific comment mentions how they had planned to make the grappling hook exactly like you described, but that resulted on the ninja smashing it's face on the walls almost all the time, so they decided to simplify it to what's in the game now. Also, Mark of the Ninja has hiding spots that act exactly as you described. I think that if you take inspiration from that functions, you can design something that would be really fun to play with, i can imagine hanging away on a grappling hook, releasing it mid-air, dashing forward and grapling to another wall, all without being detected. I think i'm going too action-stealth here
  6. This isn't really the image i wanted to share, but it's the closest that i could find: I think it does portrait today's world with accuracy
  7.   then why you use windows?   It's just settings, unless you've choosen to send the other info by checking it on the instalation, in witch case you're alread sending the info even without being logged in.
  8. if you're worried about performance, measure it.   measure the execution speed of your code comparing the code that calls the unmanaged methods with code that call managed methods that do the same calculations.   if you're so worried about performance that you care about tight loops, you should really consider if you want to pay the marshaling cost.
  9.   the dregree depends on wich version of .NET he pretends to support, on 4.5 it's as easy as using synchronous(normal) methods.
  10. can't see the video here at work, but i liked the explanation and concepts given, i'll stay tunned for the next part (and obously will watch the video at home)