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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 Vaclav

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  1. hi all,   Should the Game Design Document contain the layout of the GUI (Graphical User Interface)?   Or is it enough to list the items needed on the GUI and their types (eg. Name, Password [Input boxes]; OK, Cancel [Buttons]), and let a specialist design the layout somewhat later?   In case you say it should include the GUI layout, then how detailed/precise should that be, or is a rough sketch enough?  
  2. Thank you for your answers. I was asking because I work alone or with 1-2 developers so we don't have a group of testers. I believe open beta could be a solution.
  3. Hello there,   Most games have a debug and a release configuration. Runtime checks (eg. asserts or #ifdef DEBUG) in debug code help discovering errors and they are excluded from the release binary. So testing is done on the debug configuration to discover all errors. When there are no more unfixed bugs, configuration is switched to release and the game is rebuilt. How much is needed to be tested in the release version again? Testing everything all over again would be too much. Not testing anything would be also crazy, as the code changed and it should not change the behavior but in software development people make mistakes... How would you chose what/how to test again in the release?
  4. Hello,   I'm here to announce my finished game, so you guys can play it.   SpeedBird is an online multiplayer minigame. It's the race of two little birds that can't fly, only run and jump.   You can play against a friend, or find an opponent in Lobby chat.   It's free to play, please donate if you enjoyed the game. The game is browser based, make sure your browser is updated. Android is also supported with Chrome, Firefox or Opera.   The game uses latest browser technologies: HTML5 Canvas Websockets WebRTC Website (play): http://speedbird.tk   On Indie DB: http://www.indiedb.com/games/speedbird  
  5. I like it very much. Though killing your father sounds too harsh to me. Can you tell more about the game?  
  6. Oh thank you, you're absolutely right!
  7. Hi Say I'm the server, a client is connected to me using TCP. How can I get the client's MAC address from it's socket using the SDL_net library? Thank you for your help.
  8. Hey, I use the code from the following great tutorial: http://content.gpwiki.org/index.php/SDL:Tutorial:Using_SDL_net But I can send only from the client to the server. Can you help me what do I have to add the code to send from the server to the client? Do I have to create another socket, or I can use that one already open? Note that I need only one client per server, so I want just something simple. Thank you, Václav
  9. I've been trying to create a car model with the ODE physics engine. I set the rear wheels to always face forward parallel with the chassis: dJointSetHinge2Param ( joint, dParamLoStop, 0.0); dJointSetHinge2Param ( joint, dParamHiStop, 0.0); When the car is moving forward it's fine but when the car turns the rear wheels get turned somehow. I control only the front wheels, it's not four wheel steering. I've tried to set other parameters of the Hinge2 joint as well like dParamERP and CFM, dParamStopERP and CFM or dParamBounce but they had no effect on this, I've also tried number 1 and 2 from these. (See in the ODE manual: Joint types -> Parameter Functions.)   Here are two screenshots to see the problem better: [spoiler][/spoiler]   Thank you for your help.
  10. Well what I want to do is like a multiplayer racing game over network, so something with physics over network. I have read some articles about it, here is what I think how it would work: Say I have a client and a server. I measure the latency between them, one direction it's ping/2. Let's say ping is 200 ms, so one way latency is 100 ms. The physics simulations runs on the server, but the client also tries to approximate it. If the client gets an input for example to move, sends it to the server that it wants to move. Then the server has to roll back time of the physics with 100 ms, because the action of the client happened at that time. Then apply the action, and go forward with time 100 ms again. The server sends the actual positions and velocities let's say 10 times a second. When the client receives positions, the ones it got are the positions reflecting the physics state 100 ms earlier, so the client sets those positions and velocities and advances time by 100 ms. For this, restarting the simulation every time when teleporting objects, would be too often to do. I'm going to use Box2D. I don't know if you have problems with collisions when setting the new positions and velocities. So is it correct what I think of? Or do I make it overcomplicated?
  11. Thank you for your reply. [quote name='Waterlimon' timestamp='1355834227' post='5012016'] b)Save snapshots at some interval, then either interpolate or simulate forward/backward from closest point (whichever works the best) [/quote] So I'm going to do this. Set the position, rotation, velocity and angular velocity at the earlier of the two frames next to the desired time. Then advance physics by the difference between the desired time and the frame time. This should be better than interpolating between two frames myself, because a collision might happen in the meantime.
  12. Hello I'm looking for a free, cross-platform (windows and linux is enough for me), C/C++ physics library which can also step physics back in time, not only forward in time. For example, what I want to do looks like this: [source lang="cpp"]world.update(0.05); world.update(0.05); ... world.update(-0.025); world.update(-0.05); world.update(-0.025);[/source] And I want to get the same state in the end as it was at the beginning. I have already tried Box2D and chipmunk physics. Box2D only stops time for negative values (does nothing), chipmunk does the thing (ok not very accurately) as long as there are no collisions. If there was a collision meanwhile, I get completely different result when rolling things back in time. Without any collisions it works. Have you guys ever did this, or know which library can do it well? I could even try ODE, if it can do this. It's 3D, but I can use it for 2D too I guess.
  13. Yes, I'm sure because exactly the same code works for 32 bit surfaces. If would try to access with invalid parameters, it would cause segfault for 32 bit surafces as well.
  14. I try to access a pixel on a surface with the getpixel function from SDL's help: [url="http://sdl.beuc.net/sdl.wiki/Pixel_Access"]http://sdl.beuc.net/...ki/Pixel_Access[/url] It works for 32bit surfaces, but gives segfault for 8bit surfaces at line [b]return *p;[/b] after [b]case 1:[/b]. If I change that line to [b]return *(Uint32*)p;[/b] I don't get segfault, but when I try to use the returned value by either SDL_GetRGB or SDL_GetRGBA, I get segfault, so the returned value is obviously incorrect. (However with the 32bit surface these functions work, so it's not me using them wrong way.) I haven't tested for 16 or 24 bit surfaces. Aslo the 32bit surface was loaded from a png with per pixel alpha, but the 8bit surface was loaded from a bmp with colorkey alpha, but I don't think this matters. Any idea how to get it working?
  15. @ alvaro Thank you, you're right. It's total least squares linear regression. @ Spline Thanks, but that library and others I found don't mention total least squares. Also to me learning how to install, use and include these seem to be more time than writing one myself. Also I forgot to mention that my project is cross platform (windos and linux), I would need a cross platform library. If anyone will need it later as well, after watching these videos I understand least squares regression much better: [CODE] http://www.youtube.com/watch?v=6OvhLPS7rj4&feature=relmfu http://www.youtube.com/watch?v=mIx2Oj5y9Q8&feature=relmfu (parts 1-4) [/CODE] I've also found that total least squares regression is also called [b]Deming regression[/b]:[b][url="http://en.wikipedia.org/wiki/Deming_regression"] http://en.wikipedia....ming_regression[/url][/b] On this wiki page, at the Solution section, the formulas are very similar to my previous ones but they are extended. So in the end I'll get the equotion on the line : y = ?0 + ?1x I only have to calculate ?1 and ?0 from the given formulas, substituting the means and the sums. [b]The only problem might be with delta in the formula.[/b] About delta at the Specification section the wiki writes: "In practice the variance of the x and y parameters is often unknown which complicates the estimate of delta but where the measurement method for x and y is the same they are likely to be equal so that delta = 1 for this case." Though in my case the x and y values aren't measured ones. EDIT: I've implemented the deming regression and it works exactly how I wanted it to (first post). [b]Delta = 1[/b] proved to be good.