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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 stevo58

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  1. I notice you stated you liked working with Python and HTML, so why not make a webpage? You can also generate an income with a webpage, with ads, games, selling... You can also program webpages in python/HTML, example using django web framework. You could even program games for the browser using javascript. Sometimes it's a hit or miss, you either make money or you don't. Then you might look into developing something new, but it will probably be better then the last project because you will have more experience. Python is more of a scripting language then anything. It's commonly used with other languages. As someone else stated you could also use pygame, or even use python with OpenGL and write the entire game in pure python. C# is also a good candidate to make games at a faster pace. Easy to learn and easy to work with but limited on the platforms. If you have a good idea, some good progress and you feel you need some money, well you could always start a campaign for funds example indiegogo.com, kickstarter.com.... are great sites where you could start a campaign, tell others about your ideas. If people like your idea then you will probably get a bunch of donations. You might even want to look into working with a team(independent small company or just people like your self who want to do this on the side). Honestly there are tones of possibilities out there, you just need to find what works for you, and have an end goal. Games take time and dedication!
  2. [quote name='Sik_the_hedgehog' timestamp='1352453711' post='4999195'] [quote name='doyleman77' timestamp='1352339935' post='4998693'] [quote name='Servant of the Lord' timestamp='1352165799' post='4997827'] SFML is under active development. SDL went stagnant a few years back, though it appears it may be getting reactivated again with a new release... but that's not a guarantee. [/quote] according to the mailing list; it's for the most part finished, and Sam has stated he could ship it; but has been to busy with working with Valve for Steam on Linux at the moment; and that once he's more settled in it should be much closer to release. [/quote] I'd say the "close to release" thing went to waste considering it's again in the process of new features getting added =P What's already there should be safe to use though... unless you're developing for a phone, I never tried it there but it seems that on phones there are still some serious issues (not surprising, given that phone apps have a completely different environment than PC programs). [/quote] SDL works great on mobile devices iOS and Android, angry birds used it when it was young and seems to be doing alright. I'm currently working on an iOS app using SDL2.0 and OpenGL for my rendering. If anyone has an issue or bug in SDL you need to report it to get a fix. You can even apply fixes yourself by posting it. If you check http://hg.libsdl.org/SDL/ you will see change sets getting added frequently. Both SFML and SDL are great libraries though. Who knows maybe the OP is still learning so in the end it might not even matter, the experience he will gain will matter more. Also note great improvement in rendering SDL 2.0 over the old SDL 1.2 or you could use OpenGL.
  3. Unity

    You should also reposition the ball after collision. Example if(ball.y < 0) { ball.y = 0; then reverse directions. }
  4. Hey here's a quick video I just made this morning http://www.youtube.com/watch?v=mdQHYxe6zJo I also included a download in the description could be used as a template as long as you have the SDL folder in the C:/ and copied the DLL to either your current work folder or C:/Windows/system/ let me know if you have any issues
  5. Unity

    SDL 2.0 is still active! It has come great ways since the old 1.2 version that was also used in pygame extension. If you are going 3D then you are probably going to be using OpenGL and SDL, SDL would just handle window creation and input or even Allegro and OpenGL together. Note SDL and Allegro 4.X and bellow are 2D graphics libraries, in Allegro 5.x up they seem to have added built in function but I read that their not that great, so you would probably end up using Allegro with OpenGL. I haven't used Allegro since a couple years back, was the first library I learnt for 2D games then we started using SDL and Ive been liking it since. I have SDL working on all platforms also with no problems, currently working on iOS app using SDL and OpenGL. Also note to get the latest SDL you need to download it from the Mercurial repository. SDL also has SDL_image, SDL_ttf, SDL_mixer, SDL_net library so you can add audio, text, load other image types, and networking, they all come separate. Also you say that no one has answered your SDL question? from the SDL website? I check in there almost every day and most questions get answered, sometimes it can take a day or two since many members work a full time job and help out with SDL on spare time.
  6. SDL, Allegro and SFML are not game engines!! [b]SDL 2.0[/b] Latest SDL port for Windows, Linux, Mac OSX, iOS and Android. Improvement to the last 1.2 API. Offers 2D hardware Acceleration. Still in development but last I checked they where talking about releasing it. Don't let the still in development fool you, it's been for a while now and it's near release I would say. Many improvements and functionality have been added to it. Note you will have to download SDL from mercurial if you want the latest, you can also get all the other extensions from there SDL_image, SDL_mixer, SDL_ttf, SDL_net [b]SFML 2.0[/b] Support for Windows, Linux and Mac OSX, built in features like audio, networking... Higher Level then SDL. [b]Allegro 5[/b] Supports for Windows, Linux, Mac OSX and iOS. Allegro 5.1 supports Android. addons are: Audio addon Audio codecs Color addon Font addons Image I/O addon Main addon Memfile addon Native dialogs addon PhysicsFS addon Primitives addon Shader addon Really any of the 3 could be used to make your game note you can use Box2D for physics with any of the 3. Also like to say SDL is written in pure C not half C half C++, if you decide to use C++ with it it's completely up to the coder. C was just the language preference of the creator. Ive heard great things about all the above, SFML I have never used. I'm currently using SDL 2.0 on iOS, and it's doing a pretty good job, if you needed anything for SDL I could provide example code or even a game template. If so also let me know what platform you will be working on
  7. Unity

    [quote name='Hodgman' timestamp='1347727937' post='4980420'] N.B. Ogre3D isn't a game engine -- it's only a graphics engine -- but yes, there's plenty of game engines built upon it. [/quote] Yes you are right thanks for the correction
  8. Unity

    I know you're not looking to spend money but C4 Game Engine is very C++ oriented, and it comes with demo games that you can run or even modify. Standard Edition is only $250 unless you plan on making PS3 games then Standard Edition is all you need, you can even sale the game after. Just opening up another suggestion. I have used Ogre3D not a big fan of it either but its C++ oriented as well only good thing about it is that it's free. [quote name='L. Spiro' timestamp='1347723579' post='4980403'] Scripts are simplified versions of programming languages, so that designers are other non-programmers—or programmers with extremely little skill—can work with them. [/quote] Scripting also saves on compile time, normally saving the programmer time in the long run. Also sometimes you want to make a minor change and instead of compiling the whole program again you can modify the script [quote name='L. Spiro' timestamp='1347723579' post='4980403'] In order to use C++ with any engine on this planet, you will have to buy a full-sized professional company license, and that is always going to cost far more than you can afford. [/quote] Ogre3D uses C++ and its free, looks like we are from different planets? Plus I just suggested C4 Game Engine that also uses C++ heavily and the cost is only $250 and comes with source(I don't really see this being a wallet breaker) plus you get unlimited updates to the engine.