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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 SherrelE

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  1. There's a part of the project properties named Execution Working Directory in build targets, which is set just to "." and changing that to the directory where I actually put the EXE does nothing, either. I'll keep tinkering though, I see where you're coming from.   EDIT: Scratch that!! It worked! Thanks so much.
  2. Greetings, all. I've looked all over the place for a solution to this honestly sort of embarrassing problem. I have this code here: // Load BITMAP BITMAP *sprPlayer = load_bitmap("./data/spr/digbug.bmp", NULL); BITMAP *sprDirt = load_bitmap("./data/spr/ground_ph.bmp", NULL); BITMAP *sprGrass = load_bitmap("./data/spr/grass_ph.bmp", NULL); and I've tried configuring the directory in every which way I know to get it to read the BMP's in the "spr" folder in the "data" folder next to the EXE. Last time I tried this I used an absolute directory (c:/users/whoever/etc) and obviously that won't work on others' computers. I checked the BMP's and they seem to be fine. Any tips? Using Allegro 4 and Code::Blocks, by the way
  3. Oh my god... the secrets are revealed.
  4. I don't think this is really a new thing, ANON has been on the WBC's back for a while now, if I recall correctly.
  5. Wow, that's creative!
  6. [quote name='ApochPiQ' timestamp='1354843466' post='5007954'] Interesting bit of history: programming was originally a very female-dominated field. [/quote] Well, I learned something today. [quote name='lawnjelly' timestamp='1354873922' post='5008072'] To then ignore all this, and insinuate that the reason for more males / females in a particular career / interest must be due to 'employer bias' or equivalent, is perhaps a little shortsighted. [/quote] I think that's a fair assertion. I'm probably speaking out of inexperience here, to be blatantly honest, but in any field that's "dominated" by a certain group, I feel like that reason isn't largely in the management of those groups but more the will of certain other groups to join that field. I mean, are there really [i]as [/i]many women who want to go into game development as there are men? I don't think so.
  7. Rachel Morris, great CPP tutorials
  8. I'm perfectly ashamed to say that when I did play minecraft it was mostly brony RP servers, lol. I played on single player once or twice and it was just too boring.
  9. So my friends and I were having a discussion on the Elder Scrolls series. I am personally a huge fan of Daggerfall, because of the sheer massiveness of the game (and various other reasons). One of my friends has only played Skyrim and was recently introduced to Oblivion, and now he can't go back. A couple of my friends say that it's because Skyrim is streamlined for more sales, and while I feel it too, I have to ask objectively, how does a developer "streamline" a game for a wider audience? I'm not trying to start a fan-war or anything, by the way. If you like Skyrim best, god speed. [ o _ o ]
  10. Graaah global variables why you no work
  11. You're welcome Glad to help! You should dispute this by the way, real messed up.
  12. It looks like a connection cable for the Nintendo Gamecube controller... [url="http://www.amazon.com/InterAct-controller-extension-cable-GameCube-connector/dp/B00006I5CO"]http://www.amazon.co...r/dp/B00006I5CO[/url] If not, it looks Nintendo related. Possibly 64? And another thing, what in the heck is he doing mixing up a cable like that with a video cable? [ . _ . ]
  13. Welcome! Hope you learn a thing or two. [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
  14. [quote name='slicer4ever' timestamp='1354176310' post='5005219'] the perfect game would be a game that asks me questions, and builds a game suited for me, then based on my input, improves the game automagically, until i have absolutely no qualm's with any potential aspect(this includes creating an infinity long storyline, so it never has to end), if it can do that for every unique person, then it would be perfect. [/quote] Why does that remind me of Daggerfall? lol
  15. [quote name='kuramayoko10' timestamp='1354148154' post='5005144'] [quote name='ApochPiQ' timestamp='1354146871' post='5005136'] It doesn't matter; my statement holds for any definition of "perfection" that doesn't completely destroy the connotations of the word. It's a human project with finite resources; it's gonna be lacking [i]somehow[/i] to [i]someone[/i]. [/quote] It is nice how Microsoft takes this in consideration when rating your computer on the System menu. The grade is from 0 - 10, but the maximum one computer can get is 7 or so. That is because the top notch computer of today can't be the top we will get, so a grade of 10 is too much and the threshold of 7 shows how much we have to constantly progress. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Oh hey, never knew that was the reason. Cool!