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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 horizons187

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  1. So I have googled for hours and played with this for hours. I have managed to make a game that works without using classes or other files but I want to make something more substantial and hence I have learned how to utilize these tools. One problem. The old method I used for movement controls doesn't port well to the way I am forced to do things via classes so I have coded a new way of handling it but for the life of me I can't seem to make it all work.   The problems hang around the self.position in __init__. I want it to give the default position of (WINDOWWIDTH // 2, WINDOWHEIGHT // 2) so it will start us in the middle of the screen but if I give it any value thats where I start and stop. I don't think it's being updated from the movement function.   I have managed to make movement sort of work with the use of a for loop before the movement ifs that looks like this:     for k in key_states:      if k.key == pygame.K_UP:           dy = -1 * MOVESPEEDY * dt       #etc for all the movement keys     But it only works in such a way that you have to repeatedly tap the movement key to make it work not able to hold it down.   Here is my code.     # Lets get to savin peeps import pygame, sys import constants import os.path from pygame.locals import * pygame.init() class Player(object):     def __init__(self):         self.color = constants.WHITE         self.position = None          #Can't remember why I put this here.     def place(self, position):         self.position = position     def draw(self, surface):         (ix, iy) = (int(self.position[0]), int(self.position[1]))         pygame.draw.circle(surface, self.color, (ix, iy,), 15)              def movementPlayer(self, dt, key_states, key_pressed):         #Heres our controls         dx = 0         dy = 0                 # key_states is a variable in main.py that reads                 # key_states = pygame.event.get(pygame.KEYDOWN)         if key_states[pygame.K_DOWN]:                       dy = 1 * constants.MOVESPEEDY * dt         if key_states[pygame.K_UP]:                      dy = -1 * constants.MOVESPEEDY * dt         if key_states[pygame.K_LEFT]:                      dx = -1 * constants.MOVESPEEDY * dt         if key_states[pygame.K_RIGHT]:                      dx = 1 * constants.MOVESPEEDY * dt         (x, y) = self.position         self.position = (x + dx, y + dy)     Now as the code stands it gives me    IndexError: Index is out of key range.   for the [pygame.K_WHATEVERS] in the if statements.   Thanks a lot for any help. and I can post additional information if needed.