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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 Edgyr45

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  1. Allright! I'll keep an eye on this feature. Thanks for the answer!
  2. Hi, For the creation of instances, I would like it to look like this : //in angelscript: void Function() { Sprite @mMySprite = Sprite.Create(); }   I would like to stay away from global functions. If I have n object types to create, I would have to have n x global creates to do. And in our case, n might be big (in fact, we cannot know in advance since we parse and generate code from the production's project)   What I was searching for was a way to create a global function, which is a templated function, but mask it under an object type in AngelScript, for exemple :  engine->RegisterGlobalFunction("Sprite@ Sprite.Create()", asFUNCTION(SomeClass, Factory<Sprite>), asCALL_CDECL); Or in english : I know this is a global function but make the user belive it's a static so I can show it in the script IDE's intellisense and in scripts   Thanks!
  3. I'll run some test with this info.   Thank you very much
  4. Thanks for the reply!   I cannot predict in advance what functions the "production" programmer will want to use. In your example, you wrote : go2.GetController(). What type does it returns exactly? An asIScriptObject* from a script that implement IController ?   Does that mean, like InvalidPointer suggested, that I can simply cast it?   Zombie @ctrl = cast<Zombie>(go2.GetController());   And let the production programmer call whatever they want in Zombie.as? Or I tell them to use interfaces?   Thank you very much
  5. Hi, I'm integrating AngelScript into our game engine and I'm facing one problem I would like to ask here. Lets say I have a GameObject class, which can own a asIScriptObject* and call function in it. (Like in the "game" sample). I have two GameObjects, "Go1" with "player.as" and "Go2" with "zombie.as" If a player kills a zombie, a function "void Kill()" must be called from player.as inside the zombie.as script.   I would like to avoid using a Send/Receive message function but to directly call Kill() inside player.as (a lots like in Unity) :    class player { //This is call from the engine on the GameObject's controller script: void DoSomething() { GameObject go2 = Engine.FindObjectByName("Go2"); //What I would like to do, or something like that: Controller go2Controller = go2.GetController("zombie"); go2Controller.kill(); } }     The "void Kill()" function is unknown from the engine, but an "instance" of zombie.as is created in Angelscript's engine. Can I get that instance and call function on it? I'm lost here.   Thank you very much