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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 n3oplasm

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  1. Check out the PDT Plugin for Eclipse: http://wiki.eclipse.org/index.php/PHP This is what I've used and it supports debugging via [url="http://wiki.eclipse.org/Debugging_using_XDebug"]XDebug[/url] so that you can step through your code while it executes. You'll need to download and install Eclipse before installing the plugin but both are free: http://www.eclipse.org/
  2. The call to this.getGraphics() will return null if the component is not visible (i.e. the panel has been added to a JFrame which is not currently set to visible at the time the thread is running). My guess is that finalGraphics is null at the time finalGraphics.drawImage(bfi,0,0,null); is being called. As far as I know, a call to getGraphics (or the preferred createGraphics as TheChubu pointed out) of a BufferedImage object should not return null. Also, unless there's a reason you aren't currently, I'd consider using the BufferStrategy class that the Java library provides for double-buffering. See the links below for examples of usage in an active-rendering loop. Hope that helps! http://docs.oracle.com/javase/tutorial/extra/fullscreen/bufferstrategy.html http://www.gamedev.net/page/resources/_/technical/general-programming/java-games-active-rendering-r2418
  3. Here's a free online book on Java that has exercises at the end of each chapter and their solutions as well. http://math.hws.edu/javanotes/
  4. Check that soundUrl is not null, try debugging with System.out.println(soundUrl). ClassLoader.getResource() will return null without throwing an exception if the file name given is not valid. If the url is null make sure that the file you are referencing does indeed exist and that it is relative to the root of your source. For example, if audioFile was something like "audio/sound.wav", then the class loader expects the file to be in src/audio/sound.wav.
  5. According to the Javadoc posted at the link, ValidationStringency enum is an inner enum of SAMFileReader and it contains the value for LENIENT. The code below should work as long as you add import net.sf.samtools.SAMFileReader.ValidationStringency; to your import statements. [source lang="java"]SAMFileReader reader; reader.ValidationStringency(ValidationStringency.LENIENT);[/source] You could also do without the import if you use SAMFileReader.ValidationStringency.LENIENT instead. Either one should work fine.
  6. What this loop is really doing is attempting the call to thread.join() repeatedly until it is successful (if an exception is thrown it is immediately caught, ignored and the loop resumes). However, in the code from your original post there is no way for the loop to exit. It continues looping infinitely even after thread.join() returns. The solution is to add a break; statement just after the call to thread.join() in the try block. This way, the loop terminates once thread.join is successful. [source lang="java"]while(true) { try { thread.join(); break; } catch (InterruptedException e) { // retry } }[/source]
  7. Been working with Android myself lately and this [url="http://www.amazon.com/Beginning-Android-Games-Mario-Zechner/dp/1430230428/ref=sr_1_1?ie=UTF8&qid=1352138632&sr=8-1&keywords=android+game+development"]book[/url] has been an awesome resource so far. Also, as far as engines go, the most promising looking ones I've come across are: libgdx: [url="http://libgdx.badlogicgames.com/"]http://libgdx.badlogicgames.com/[/url] AndEngine (2d only): [url="http://www.andengine.org/"]http://www.andengine.org/[/url] The [url="http://www.youtube.com/user/GoogleDevelopers?feature=watch"]GoogleDevelopers[/url] YouTube channel might also be a good resource... for example here's a good presentation I found a while back on Android game development: [url="http://www.youtube.com/watch?v=U4Bk5rmIpic&feature=relmfu"]Google I/O 2009 - Writing Real-Time Games for Android[/url]