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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 rishflab

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  1. so say if i set my native resolution as some really high and scale down will the scaled version look terrible? scaling up makes things look terrible. is this the same case as scaling down?
  2. is basic server client multiplayer too hard to learn for someone who is a beginner to game development. Im looking to implement basic UDP multiplayer for a 2d game using winsock or enet. im fairly proficient with c and i have learnt c++ but havent made anything with c++.
  3. @Krypt0n  Im making a 2d multiplayer PC game. It is very important that I am able to support multiple resolutions while keeping it fair for everyone.   @Solid_Spy portal is a 3d game. 3d game graphics are represented using points in space and equations kind of like vector graphics and can be scaled without any quality loss. If I were to draw my sprites for 1366x768  and scale to fit higher resolutions such as 1920x1080 and 1600x900,there would be reduction in image quality because the scaling algorithm will have to do some guesswork to essentially fill in the blanks.           I am wondering if however drawing sprites for say a hypothetical 3940x2160 resolution display and downscaling them to fit the required resolutions would result in negative effects on the image quality?
  4. I have a similar question to OP ( see my thread http://www.gamedev.net/topic/637864-scaling-2d-bitmaps-for-multiple-resolution-support/)   What happens if I draw all my sprites at really high resolution and scale them down to fit all the required resolutions? Will this result in negative effects on image quality?
  5. Im making a multiplayer 2d game and I would like to support multiple resolutions and to do this I need to scale the game so people with higher resolution monitors are not advantaged by being able to see more of the game.   I was wondering if a good way to tackle this problem was to draw everything at extremely high resolution and scale it down to fit the desired resolution. Will doing this result have any negative effects on the image quality? Would it be better to prescale the images in photoshop and access the ones for the desired resolution or use d3d to scale prior during loading screen?     I could use vector graphics but they seem to have a very cartoony look which isnt really the look i am after.   How to professional 2d game developers handle this issue?   I should probably mention I am a huge perfectionist and i hate having to comprise and I am also very new to this whole game development thing.