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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 xexuxjy

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  1. You'd do something like this :   Menu names : Fee    = &Fee Fi        = F&i Fo         = F&o Fum     = F&um   or whatever you like really - it's just there as a convenience and the ampersand is the shortcut key. You don't have to have it at all which may be easier if menus are dynamic.
  2. It just provides an automatic shortcut key so you can do alt-f (in this case) to open the menu.
  3. Unity

    It's worth looking at the Xentax forums if you haven't already as they have a good list of tools and expertise in reverse engineering formats. I started there when I worked on extracting the assets from Gladius.  No harm in putting your code on github to look at.
  4. What you could also do is when you 'pickup' the grabbed object you could just parent it to the gameObject - would mean that any changes in position , rotation etc from the gameObject would be automatically transferred to the grabbed object.
  5. Not sure if a typo or something, but line 49 looks like you're setting grabbed object to null, rather than testing?   also line 45 you have :   grabbedObject.GetComponent<Rigidbody> ().velocity = Vector3.forward * 50;   when you _probably_ want something like :   grabbedObject.GetComponent<Rigidbody> ().velocity = grabbedObject.transform.forward * 50;   as your update code looks to be already setting the position/rotation of the object.
  6. The handler could still be useful for fine-grained behaviour or unusual circumstances, but yes, culling pairs early makes a huge difference :)
  7. Not familiar with Farseer directly, but most physics engines allow you to specify collision flags/ masks on the objects to determine what they would collide with. It sounds in this case as if you don't want enemy bullets to hit other enemies (or the enemy that creates them). You should be able to setup a collision mask for this so that these collisions are discarded very quickly and don't go through the whole detection routine and cause your slowdown.