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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.

Seth Paxton

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  1. Detour Games has recently started a Kickstarter campaign to help fund their upcoming game RAW.   RAW is a running on rails action platformer for Android, OUYA, Desktop (PC, Mac, and Linux) and if the company hits their first stretch goal they will also be releasing a version for iPhone and iPad.     Gamers play through a pulp-fiction graphic novel staring a cyborg juggernaut searching for purpose. The game is set to release early next year, and if it gets enough funding it plans to be a launch title for the upcoming OUYA console. Backers of the Kickstarter get the standard reward of pre-puchasing the game but they also have the option for digital downloads of the soundtrack, a printed copy of the comic book that the game creates, and even a pixelated version of specific backers put into the background of the game.   You can learn more about the game and it's developers through their Kickstarter or the Detour Games website.
  2. [url="http://kiwinuptuo.deviantart.com/gallery/27054576"]Kiwinuptuo[/url] has some of the best tutorials on low-resolution art, check out the one for rocks and tiles and you'll see what I mean. There's also the [url="http://www.gamedev.net/topic/257345-tutorials-downloads-check-here/"]handy thread[/url] at the top of Visual Arts that has some good tutorials. If you want I can give you an in-depth explanation of tilesets with an explanation of the ones I've created for my current game, but I think these are enough to get you started. Good luck!
  3. Your sprites aren't bad - I love anything sci fi so I'm a little bias but I'll give you my opinion. The variation in size of planets is accurate but I'm not sure how well it would show up in-game, I would echo the other comments that a screenshot mockup would be useful in seeing how these elements are going to be laid out and displayed. I don't understand what the long green bars are for; is that your background? I think it would be easier if you were to arrange these graphics as you would put them on a sprite sheet. How much graphics programming are you planning? It would be a lot simpler to have a filled and an empty health bar and then hide the percentage that you've lost, it's more programming but only 2 sprites. I hope to see improvement on these (:
  4. [img]http://www.detour-games.com/img/RAWdioContest.png[/img] We at Detour Games are developing our latest independent video game, RAW, and we need audio! RAW is a 2D, action side-scroller that tells the story of a cyborg juggernaut finding his true purpose in a strange, new war-torn world. He will blast, smash, and dash his way through a comic that stretches six epic chapters! Here’s where we need you! We are a small, indie team and we don’t have a dedicated sound guy. Instead, we are going to crowdsource all the in-game music and sound effects by offering prizes for submissions. Everyone from absolute amateurs to industry veterans is welcome to participate! All the information, including terms and conditions, general guidelines, and how to submit audio, can be found here. The contest will go from October 10th until December 2nd, and afterwards we will be hosting public polls to help decide the winners. All serious submissions (whether chosen or not) will earn their creator a free copy of the game once it is released. What are you waiting for? The contest ends December 2nd so get started now!
  5. There is some great information in the above posts so I'll just let you know what I do: working on 2d mobile games I optimize for android. For each level I use a 4096x4096 sprite sheet that is divided into areas for 32x32, 64x64, etc. This single sprite sheet does not take a great amount of time to load (anywhere from 4 to 16 seconds, depending on the phone) and once it's loaded all of the sprites are available without the need to load or bind anything else. I keep the number of colors down (128 typically) and export them as .png files which usually results in a file size of 300kb - 750kb. I hope this helps, good luck!