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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 derda4

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  1. [quote name='Daaark' timestamp='1350630097' post='4991699'] Hey great, a bunch of OSes that are forks of already failed projects! None of these guys seem to understand that for an OS to be worthwhile to use, it has to do something beyond simply existing. [/quote] So you call Android, with a market share of ~70%, a failed project? Also FirefoxOS etc. are certainly not forks. You're a Mac user, hmmm? Olof, not sure but I believe NaCl exports to HTML5.
  2. Html 5 is the newest technology around. I was thinking about such: [url="http://www.ogre3d.org/forums/viewtopic.php?f=4&t=66394"]http://www.ogre3d.or...php?f=4&t=66394[/url]
  3. Html 5 looks very interesting. With a good IDE, I think I've stumbled recently upon such but cannot refind it right now, you could target most OS.
  4. [url="http://www.linux.com/news/embedded-mobile/mobile-linux/648324-5-mobile-linux-oses-that-dare-to-compete-with-android/"]http://www.linux.com/news/embedded-mobile/mobile-linux/648324-5-mobile-linux-oses-that-dare-to-compete-with-android/[/url]
  5. I'm very happy with Eclipse.
  6. Much simpler would be to use a multiplatform language alike c++.
  7. The whole patent system p* me off and is way below my level.
  8. [url="http://www.mozilla.org/en-US/firefoxos/"]http://www.mozilla.org/en-US/firefoxos/[/url] I wonder if I will be able to dualboot that on my Xperia X10 mini pro?
  9. [quote name='swiftcoder' timestamp='1350052829' post='4989477'] I'd argue that the retina display is well worth the $1,300 price premium [/quote] I'll have a look at the local dealer...but hey it would need to be huge for me to support a patent troll. [quote name='Shippou' timestamp='1350053087' post='4989479'] only use Linux when forced to ( good gods, when will 1980's style computing die [/quote] Not possible...nobody cares if you buy stuff instead. [quote name='Shippou' timestamp='1350056178' post='4989496'] I use DosBox, however there are games that will not run even on that. [/quote] I run Rage, Wolfenstein, Photoshop etc. in Wine 1.4 on Ubuntu.
  10. MacBook...baah, I could buy around 4 equally performant laptops and install OSX86 onto.
  11. Linux is about 10% marketshare, but only for top notch games. Because there are tons of freeware/openSource, maybe even more than on any other OS. I don't think you would sell a lot of your games, but compared to the needed changes, supporting Linux is no wasted time. However go for LSB 4 alike google has done: [url="http://www.google.com/earth/download/ge/agree.html"]http://www.google.com/earth/download/ge/agree.html[/url]
  12. I develop mostly on Ubuntu with Eclipse (sometimes with Qtcreator).
  13. [quote name='SimonForsman' timestamp='1349802550' post='4988411'] (GPLv3 isn't anywhere near as popular as v2 was) [/quote] What is the difference, if I release something with GPL version 2 or 3?
  14. Hi why do I get: Project/buildFiles/Make$ make New*t make: Nothing to be done for `New Project'. with the file below. Thanks # I release this sample under the MIT license: free for any use, provided # you hold me harmless from any such use you make, and you retain my # copyright on the actual sources. # Copyright 2005 Jon Watte. # AppShared Template APPNAME := ../../game/New Project SOURCES := ../../../../Engine/source/main/main.cpp \ LDFLAGS := -g -m32 LDLIBS := -lstdc++ CFLAGS := -MMD -I. -Wfatal-errors -m32 CFLAGS += -DUNICODE CFLAGS += -DTORQUE_SHARED CFLAGS_DEBUG := $(CFLAGS) -ggdb CFLAGS_DEBUG += -DTORQUE_DEBUG CFLAGS_DEBUG += -DTORQUE_NET_STATS CFLAGS_DEBUG += -DTORQUE_DEBUG_GUARD CFLAGS += -O3 #CC := gcc LD := gcc APP_TARGETS += $(APPNAME) APP_TARGETS_DEBUG += $(APPNAME)_DEBUG OBJS_New Project := $(patsubst ../../../../Engine/source/%,Release/New Project/%.o,$(SOURCES)) OBJS_New Project += $(patsubst ../../source/%, Release/New Project/%.o,$(SOURCES)) OBJS_New Project := $(filter %.o, $(OBJS_New Project)) OBJS_New Project_DEBUG := $(patsubst ../../../../Engine/source/%,Debug/New Project/%.o,$(SOURCES)) OBJS_New Project_DEBUG += $(patsubst ../../source/%, Debug/New Project/%.o,$(SOURCES)) OBJS_New Project_DEBUG := $(filter %.o, $(OBJS_New Project_DEBUG)) # Deriving the actual prerequisite list name to use from the target # name in the shell command is the "secret sauce" that makes this all # work. # $(APPNAME): $(OBJS_New Project) $(SHARED_LIB_TARGETS) $(LD) $(LDFLAGS) -o $@ $(OBJS_New Project) $(SHARED_LIB_TARGETS) $(LDLIBS) $(APPNAME)_DEBUG: $(OBJS_New Project_DEBUG) $(SHARED_LIB_TARGETS_DEBUG) $(LD) $(LDFLAGS) -o $@ $(OBJS_New Project_DEBUG) $(SHARED_LIB_TARGETS_DEBUG) $(LDLIBS) Release/New Project/%.asm.o: ../../../../Engine/source/%.asm @mkdir -p $(dir $@) nasm -f elf $< -o $@ Release/New Project/%.o: ../../../../Engine/source/% @mkdir -p $(dir $@) $(CC) -c $(CFLAGS) $< -o $@ Debug/New Project/%.asm.o: ../../../../Engine/source/%.asm @mkdir -p $(dir $@) nasm -f elf $< -o $@ Debug/New Project/%.o: ../../../../Engine/source/% @mkdir -p $(dir $@) $(CC) -c $(CFLAGS_DEBUG) $< -o $@ release_New Project: $(APPNAME) debug_New Project: $(APPNAME)_DEBUG .PHONY: debug_New Project release_New Project DEPS += $(patsubst %.o,%.d,$(OBJS_New Project)) DEPS += $(patsubst %.o,%.d,$(OBJS_New Project_DEBUG)) APPNAME := SOURCES :=