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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 Mercurialol

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  1. Looks awesome. Would there be an iOS version?
  2. It was a 'why', not a 'how'.
  3. Can anyone explain this?
  4. Looks nice! I'm a big fan of TD games (actually making one myself). Too bad I don't have an android device. Are there any buffs/debuffs that towers have? Can towers cast spells, too?
  5. Hey, a few screenshots would be very nice. People usually like to see a glimpse of a game before they download it.
  6. Looks very nice. RUN CRAB RUUUN made me laugh, seriously :)
  7. Seduce the insane female prisoner in the neighbour cell by taunting her with a cockroach you found crawling on the floor. When she comes to the door( read: bars) segregating your cells and starts screaming, bang her head to the bars and take her hairpin to lockpick the cell door. Unfortunately, the doors are kinda sealed and you can't open them no matter what. Although you can pick the lock to the neighbour cell where you find... (do continue )
  8. I'm really missing undo and multiple axes scale.   Bugs:   Crashes when you double click the empty item in the entity tree. Key released not registred when moving through the scene(WSAD) and pressing a menu item.   I'll give you more feedback soon.
  9. Looks really good. I would definitely give it a try. Will there be a OS X version?
  10. Think of 2D and 3D just like the viewpoint you're looking at your game world. If the game idea is good and the realization as well, then you have nothing to worry about. I'm not saying if you make a good game, you'll get rich. No one can guarantee that. Just that, people categorize games by all kinds of criteria ( 3D, 2D, OpenGL, D3D, XNA, Unity, ugly, racing ...), what they are actually missing is that realization of an idea is more important than anything else, in my opinion.
  11. I actually did the same thing and thought there must be an easier way.
  12. Hey guys. I've just integrated lua in my game (which isn't finished yet). Anyway, some things are bothering me.   I've registered functions a list of function pointers that I want to be able to call from Lua. It works fine. Although I feel like I'm making a facade between lua and my game and it requires (constant) changes to the code itself. I used lua as a logic for the debuff system in my game just to see what the scripts are all about. I'd basically implement the debuff logic inside the script, load it and execute it on an enemy. I started by making a facade class who's static functions would lua call and delegate the call to the enemy passed from lua to the engine.Something like this:   1.Debuff update 2.Call debuff script ( pass the enemy obj. to lua) 3.Debuff logic inside the script 4.Call the adapter class function (and pass the enemy if necessary).   Problem: writing function pointers for everything i want to be able to call from lua.   I'm pretty sure I'm doing something wrong, so it'd be better if I'd get on the right track from the beginning.   Thanks in advance   Mercurial
  13. Oh man, you're a lifesaver!   [modelView populateFromRotation:CC3VectorMake(-pitch, -roll, -yaw)]; [modelView rotateByY:-30]; [modelView translateBy:CC3VectorMake(0, 0, -distance)]; One of those problems...When you feel stupid after realizing how simple the solution was   Thanks again
  14. The origin is at center.   Remember, I'm getting the gyroscope data from the iPhone and the rotation data I'm getting is relative to the device. It's simple as this: The difference between two objects is 30 degrees (roll). When I rotate the device, the coordinate space rotates with the phone, while the world coordinate space stays static, obviously. When I rotate, the difference is still 30 degrees in roll, the thing is that roll is always hitting the sides of the phone, therefore it's not the same axis, as it was before rotation.
  15. Yeah, that's what I initially thought but it looks like it goes the other way around. Not sure why... I don't think that is the issue here, since you can see on the first image that the I have the correct order. Otherwise you'd see both objects in the same ( -distance) position, just rotated differently.