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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.

Toshi Brown

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  1. Thanks pinebanana, I had a cursory look through the documentation but my search-fu failed me...   i appreciate the link!
  2. Hey guys,   A second question in one morning.. something that has been bugging me.   I have been following the great guide by Mike Geig at fixbyproximity.com, and have made a background for my character to walk on.   However, I want the "background" or map to be much larger than one screen worth, and so have designed a tile background.   The problem is, that the "camera" or viewpoint of the player, doesnt move.   So, the players character can move off screen, ostensibly on to the different areas of the mapped background, but can no longer be seen by the player.   Alternatively, the mapped background is much bigger than what is seen on the screen, but the only way to see it is by including an "offset x and y" which moves the background itself, but then the players character is not connected to the background, it is as if the ground is moving out from underneath him but he stays in the same place.   If I were to leave the background not being able to move, have the character only bound by the maximum background size instead of WIDTH + HEIGHT (of the display), but have the players viewpoint/camera actually move instead around the background, tied to the players character, this would be a solution I would be very happy with.   Is this possible, and if so, how would I make it happen?   Cheers, Toshi
  3. Hey guys,   I am using C++ with the Allegro 5 library for my project, and I have come up against something that I cant find the solution to, it seems easy so perhaps someone could tell me the answer.   At the moment I am creating a display matching my screen resolution, 1920 x 1080, which gives me an illusion of fullscreen - but it is not true fullscreen as the various windows bars still overlap it.   My question is this: how can I enable proper fullscreen functionality?   And a follow up, for computers that wont support 1920 x 1080, can I force the program, when it runs, to choose the highest supported resolution instead?   Cheers, Toshi
  4. I see, thanks slicer, thats very helpful!   At the moment I am creating art for the various screens, and I can now confidently build the loading screen.
  5. Hey guys,   Im currently programming a game using Allegro 5 (written in C++) and im looking for functionality regarding Loading Screens.   I suspect it will be a state in between my "TITLE SCREEN" state and my "PLAYING" state.   Can anyone tell me if it is possible to include a Loading screen bitmap with a "progress bar"?   If so, could you also guide me to a resource or point me in the direction to find out more?   Thanks,   Toshi
  6. Thanks for the feedback again, as I mentioned earlier I have used C++ in the past, what I was most concerned about was being left behind in an "older" programming language, when all the cool kids are using Python/Java.   Ive brushed up on my C++ with some online tutes, and im looking into using Allegro now.   I understand what you mean by going through a development cycle, essentially (although I am not interested in detailing spoilers, game design ideas etc etc) ive gotten to the point of modelling / programming in that I need to translate details and designs into code.   I also have picked up that the language is not as important as the design and determination, its just that stepping back into this world after a couple of years of not doing any programming (apart from BASIC with a robot I was building) you can be suprised at the advances and streamlining that has happened while you were away.   Game Dev is a slow process, with lots of blood sweat and tears, so Im going into it knowing im not going to produce "Call Of Duty: Guild Wars 2 Edition". :)   Anyway, I was really hoping that I would get some straight answers regarding wether C++ was still relevant, and wether or not I need to learn a new method to make an effective modern game. I havent used Allegro before, but from the looks of it I could definitely streamline my process.   Cheers all!
  7. Thanks for the excellent replies guys, im at work at the moment and stuck using IE so for some reason I cant "rep" your posts, but I really appreciate the feedback.   Im going to check out the links that you have provided, and I will definitely return to post my feedback and further thoughts.   Again, HUGELY appreciate the help!!
  8. Hey guys, looking for some advice here regarding picking up a programming language to run with and start my *amazing* dev career... *cough cough*.   Seriously though, ive been looking at Python and Java, and a couple of other smaller programming languages, but cannot decide what to dedicate studying time to learning enough to begin seriously writing code.   A brief overview of the plan, and my current skills:   2D Top Down Singleplayer (For the beginning) Strategy game, player controls a single character. Long term campaign over a large, single map. RPG elements ie levelling up, equipment upgrades etc.   My skills: Basic knowledge of C++, Good Sprite artistry, Quick Learner.   Games that I am attempting to emulate the style/feel of:   Starfarer - http://fractalsoftworks.com/ Gratuitous Tank Battles - http://www.gratuitoustankbattles.com/   Essentially, once ive decided which language to go with, I will study up and learn it as quick as possible through web guides and e-books, and figure out how to create the world and the player calling up Sprites that I have been building.   Any help / advice would be much appreciated!!   Thanks, Toshi