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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. Thanks a lot for those detailed answers! After reading all this, i wanted to write it down in pseudocode/snippets to see if i understood it correctly. In short, it would work like that: 0. Check the current state 1. Check for events that cause loss of control, or modify control ( knocback, stun, during a jump, combo etc. ) 2. If there is loss of control/modification, change state 3. Check for input 4. Pass the state and the input to the hero class 5. Adjust the state accordingly - e.g. if character is being knocked back, ignore the input, otherwise take normal input and set state 6. Apply logic ( move, change hp ) 7. Draw frames 8. Check for expiration of states - end of knockback, landing from a jump 9. If the state has not expired, keep the state, and adjust time remaining in that state, otherwise return to default state Rinse and repeat. Now i have question about code, specifically code/class separation. Just gonna paste small snippets. main.cpp [code] int main() { while (window.isOpen()) { while (window.pollEvent(event)) { event_manager.handle_events; input_manager.handle_input; } hero.apply_logic; hero.draw; } } [/code] input_manager.cpp [code] int handle_input { if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Something)) input_state = x; //repeat many times for all possible outcomes return input_state; } [/code] hero.cpp [code] apply_logic(state) { switch (state) case 1: //something that prohibits action - ignore input move; change_hp; break; case 2: // input allowed switch(input_state) case 1: move; break; return final_state; } draw(final_state) { //draw proper frame, of proper animation, depending on state } [/code] Would that be the way to do it? Edit: Buttons are hardcoded just for now, later buttons could be changed to virtual buttons, and base controls on .ini files, like sox suggested.
  2. Hi guys! I am currently in process of making a 2d side-scrolling fighting game. I'm using SFML for that purpose. Problem i've ran into is handling input. ATM i'm passing states depending on key presses to the hero class, which then animates and moves main character properly. Display and move member functions are based on switch. Problems i currently have: 1) It seems that sooner rather than later the switch will be overblown and hard to manage. 2) Animations are running only when key is pressed. I am not quite sure how to manage actions on key release. For example: When you run, then release, there should be a couple frames of animation of stopping, and returning to basic stance. I can't run the animation within the button press event with some kind of loop, because it executes instantly and jumps to last frame. 3)In general, i'm not sure where in the code should i place the input check. In the main loop? Or in some kind of interface manager? I imagine they shouldn't be in the hero class, it should recieve only states based on presses. I would appreciate any help.