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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 sega16

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  1. I also HATE java. I refuse to even touch it. I have heard some people talk about the time it would save so I started reading about it and stopped when I heard that it was an interpreted language and there is no unsigned support. I myself was wondering the same thing how can I not write a line of java and instead use C a real programming language? Also @ L. Spiro why would google hate the NDK? I refuse to write an android app until I am able to use not a line of java.
  2. Ok thank you I ran my program in terminal and now I am seing the output.
  3. I am using sdl with code::blocks I did not use the sdl preset because it creates a c++ project and I want a C program also the preset appears to have the same issue of not saving stdout.txt so I created a blank project and set up sdl in the project and I have tried both GUI application and console application and non of those target options seem to affect anything how do I either get a consol output or stdout.txt non of those are appearing. I am new to ubuntu gnu/linux so is it ubuntu or my program?
  4. [quote name='Heath' timestamp='1349323035' post='4986644'] or perhaps you're developing for a system that requires such attention to detail, and you must concern yourself with excess bits and bytes, you're welcome to do that, too. [/quote] There you have nailed it my hoby is to program for very limited micro controllers I enjoy making limited hardware doing impressive things sometimes I even program in assembly but I use c alot too.
  5. Yes that is true that a signed number takes the same amount of ram but what if you need to store a lot of numbers that have range of 0-255 in java you would have to use a short array but in c you could use a unsigned char array would takes half the amount of ram. Also I looked up what is minecraft and the graphics were not that good. They even had to resort to use nearest neighbor scaling on all the textures. That explains why it runs fast due to simple graphics.
  6. Why java? Java is an interpreter that is bad because instead of directly being able to directly run your program it has to first in real time convert your code into machine code then run it that means slow down. Also java has no support for unsigned numbers this is bad. I can not go with out unsigned number. I needed them my programs would use a lot more ram if I could only used signed numbers. I would recommend C I write and C and my programs are fast.
  7. Thank you I see what to do now I knew it was simple I guess I was suffering from programmer's block.
  8. Hello everyone. I am having some issues with my path following algorithm the enemys are supposed to follow a path that I set in the level editor. I know the path is being correctly set I can verify that. The issue is that lets say the enemy is on pixel 64 and each tile is 64 pixels the enemy is moving to the left the next tile over is to move down. The enemy moves left by lets say 2 pixels. As soon as it moves to pixel 62 the enemy will move down. I am fully aware of how integer math works 62/64=0. At first I was able to use modules and just do if (x%64 == 0 && y%64 == ) then change the direction but I was limited to speeds that are a factor of 64 and I could not work with that maily becuase my code varies the enemy speed based on frames per second and I would like more control over speed. Here is the code I used to get the direction I removed the module checks after I added the code to move based on pixels per millosecond instead of pixels per frame As the enemys would go off the path even worse due to the fact that the direction would never change. [code] direction=path[((x>>bloon_fract_bits)/tile_size_px)+(((y>>bloon_fract_bits)/tile_size_px)*11)]; [/code] Also just to give a heads up the bitshifts are because I am using fixed point math for the enemy speed and the array path is uchar array that is 88 bytes my level is 11x8 tiles and the tiles are 64 pixels each Here are some pictures The correct path in the level editor: Click on image for full size on my computer it resizes the pictures ~99% and makes them look blurry it is not your vision. [img]http://imageshack.us/a/img706/9938/leveleditor.png[/img] The incorrect path being taken [img]http://imageshack.us/a/img16/4214/pathissue.png[/img] If anybody has a good algorithm to correctly follow the path it would help me alot thank you for reading this