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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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  1. Okay, a few things to sort out. I am talking about a game called MapleStory, and an attacking skill in that game called Spectral Light. I was wondering how the game handles the skill named Spectral light. It just boggles my mind at every turn, it seems like it'd be impossible to make. This is the skill in question: [img]http://orangemushroom.files.wordpress.com/2012/06/spectral-light-effect.gif[/img] The skill works as follows: depending on the arrow key pressed, you can swivel the laser in nearly a 180 degree range about the player (who acts as the axis). The laser (and its corresponding hitbox) can then hit different monsters depending on its current position. This is a video of how it works: [media]http://www.youtube.com/watch?v=5x7eGzIQ0IY[/media] What I am curious about is how the hitboxes, rotation and animation loop code work. For a better illustration of what I am referring to, here is a graphical representation of what I mean by 'points' at which the laser can be fired from. I will be defining this 'points' term within the context of this topic for easier discussion purposes. [img]http://i1124.photobucket.com/albums/l573/Vernancular/pts_zps802620e2.png[/img] The animation in question is rather smooth and as such I suspect a large number of points (perhaps around 15-20). 1) Hitboxes (obviously a normal rectangle isn't going to work for the various angles; is it more efficient for gameplay for the coder to plot a new polygonal hitbox that is associated with every 'point' of rotation, or are there other methods? If there are, what are they and how do they work? 2) Rotation- The actual 'loop' of the laser is 12 frames long. Is it possible that there are 12 individual pictures in the data for every single 'point' from which Spectral Light can be fired? If this were true, there would be a staggering number of images within the data just for this one skill. Won't the method simply refuse to run/crash/suck up immense amounts of memory and then cause a crash? Does anyone have information how this could be done in an efficient manner (fast loading, no memory leak, no crashing the program)? 3) Animation loop code- I understand that in Flash you can have an animated image that can be rotated while it loops its animation- however MapleStory is made in C++ and not Flash, so I was wondering how they accomplished this. Say frame 1 plays at point x, when you swivel to point y, how did the coder do it such that the game knows it must play frame 2 of point y and must not start again from frame 1 of point y? From the videos I've watched, the frames are looping as they should as you swivel the laser, and the laser's animation does not re-start from frame 1 when it is swiveled to a new 'point' of firing. How could this have been accomplished? I find this entire skill very puzzling. I've been trying to figure out how they did this.
  2. Hi, I am relatively new to game development. I am currently developing my own game (or at least, in the process of it) but it's slow going because I do not have sufficient programming knowledge. I intend on running my game on PC. I am able to handle the animation and drawing aspects on my own, and have already produced ingame art (as such, this topic does not concern that aspect at all), but having only started learning C++ last year I find it extremely slow sailing. My biggest problem right now is acquiring a working game engine. I understand the basic game loop, but I've found I've had to refer repeatedly to many previous examples and spend hours in order to construct one entirely from scratch. Furthermore, the end result turns out looking extremely newbish, buggy and hardly anywhere near what I want to do. I was wondering about pre-built game engines; I was thinking of using what they offer for the basics, and then building upon those aspects and then adding on to it extensively to tailor to my game. Also, I'd be able to see first-hand examples of how a real, practical game loop looks and learn from it. How many are there available? What degree of freedom that they allow? How many 'good' ones are there available (preferably C++)? Do game engines manage sprite and sound libraries? If you know of any 'good' engines, what are some reasons that you would consider those 'good'? I am constructing a 2d side-scrolling game but hope to incorporate my own gameplay elements and customize the GUI on my own, so which game engines would allow me to add these functions? Are there any open source 2d game pre-built game engines? How does open-source apply to game engines? If I use an engine, do I lose some of my rights to my game? What are the legal effects (ownership, rights, etc) of using a game engine? I am not sure which forum I should put this topic in as I am uncertain about the technical and business aspects of using a pre-built game engine and am worried that doing so may constrict my ability to expand upon my game in the future, or cause me to lose ownership over my game. When would a pre-built game engine be considered favourable over coding one from scratch? When would the reverse be true? Sorry if there was a lot in this post, but I have a lot of questions with regards to this matter. :\