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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.

Daniel Foreman

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  1. Teach Yourself Game Programming for Android and Windows computer game programming for profit and pleasure. I am proud to announce that Teach Yourself Game Programming for Android and Windows has been released on Amazon Kindle worldwide. This eBook was generated in co-operation with the established indie game making community at http://forum.thegamecreators.com and was designed to address the needs of anyone interested in taking up game writing for the first time. “Welcome to Teach Yourself App Game Kit, in this eBook I will teach you how to produce a fully working game. You don’t need to have any previous programming experience.” – extract from opening introduction. Unlike the vast majority of programming books out there, Teach Yourself Game Programming for Android and Windows uses a live program example available on Google Play called The Space Fighter Project Alpha. While at first glance this example may seem unexciting, the key  point is that it covers everything a game needs to do. It keeps score, detects collisions, gives you a specific goal, gains in difficulty the longer you play and makes the best use of your Android and Windows resources. The game is fast, and efficient, and the technologies you learn can be quickly adapted to any kind of game.   To find this book please visit http://www.amazon.co.uk/Yourself-Programming-Android-Windows-ebook/dp/B00BIQPIES/ or search any amazon site world wide the ASIN number B00BIQPIES   The following is the books table of contents.       Table of Contents Introduction    9 1. Minimum System Requirements    9 2. How to use this book    9 3. What is The Space Fighter Project / The Space Fighter Project Alpha?    11 4. Your rights to this program    12 Phase I    13 1. Primer: Installation and IDE    14 1.1. Before we begin    14 1.2. Installation – Trial    15 1.3. Installation – Purchased    19 1.4. Launching App Game Kit for the first time with Administrator privileges    22 1.5. Running App Game Kit for the first time    23 1.6. Restoring the default layout    25 1.7. Project file structure    25 1.8. Creating your first project    30 1.9. Using the Toolbar, menu and shortcut keys    34 1.10. Projects Panel    38 2. Primer: What is programming and how does it work?    50 2.1. Introduction    50 2.2. Program    50 2.3. Programming languages    51 2.4. Human beings are the opposite of a computer    52 2.5. Basic Program Structure    53 2.6. App Game Kit commands    54 2.7. Program indentations    56 3. Primer: Core Language    59 3.1. Introduction    59 3.2. Creating your new project    62 3.3. Working with Identifiers    70 3.4. Working with Identifiers-1    72 3.5. Symbolically defining an Identifiers nature    73 3.6. Identifier as Integer    74 3.7. Identifier as Float    77 3.8. Identifier as String    79 3.9. Mathematics    79 3.10. Logic and decision making    84 3.11. Loops    90 3.12. Getting Input from the Keyboard    94 4. Primer: Working with graphics    104 4.1. Setting up your Visual Environment    105 4.2. Keeping your program under control    106 4.3. Understanding your virtual canvas    109 4.4. Creating your sprites    115 4.5. Working with Images    124 4.6. Assigning Images to sprites    130 4.7. Setting sprite data    133 4.8. Let’s Animate!    145 4.9. Getting sprite data    147 4.10. Getting the pointer    149 4.11. Answers    150 5. Program Course I    151 Phase II    175 1. Introduction    175 2. Primer II: Identifiers and beyond    177 2.1. Identification by As    177 2.2. #Constant values    179 2.3. Creating Types    183 2.4. Creating Arrays    187 2.5. Global vs Local    198 3. Primer II: Dividing and modularising your program    202 3.1. Introduction    202 3.2. Multiple files    203 3.3. Subroutines    204 3.4. Functions    209 3.5. Multiple files    224 4. Primer II: Permanent data storage    232 4.1. Saving and loading Identifiers    232 4.2. Creating a file    234 4.3. The files created on Windows    235 4.4. Loading data    238 4.5. Adding redundancy    240 4.6. line-by-line    244 4.7. Other advanced commands    249 5. Primer II: Text objects    251 6. Primer II: Decision making extended    281 6.1. Introduction    281 6.2. IF statements with multiple factors    281 6.3. AND    282 6.4. OR    286 6.5. XOR    289 6.6. NOT    291 6.7. The SELECT and CASE statement    294 7. Primer II: Playing sound and music files    301 7.1. Introduction    301 7.2. File formats    302 7.3. Re-encoding sound and music files    303 7.4. Files not playing or loading    323 7.5. Loading and playing music files    324 7.6. Loading and playing sound files    333 8. Primer II: Particles    341 8.1. Introduction    341 8.2. Creating an emitter    342 9. Primer II: AGK Player    379 9.1. Introduction    379 9.2. Installing AGK Player on PC    380 9.3. Installing AGK Player on Android    385 10. Primer II: Mobile and tablet input    388 10.1. Introduction    388 10.2. Single touch    390 10.3. Text Input    396 10.4. Virtual Buttons    398 10.5. Virtual Joystick    411 10.6. Accelerometer    414 10.7. Multi-touch    425 11. Program Course II    431 11.1. Introduction    431 11.2. main.agc    432 11.3. media.agc    446 11.4. menu.agc    456 11.5. game.agc    467 11.6. files and score keeping.agc    483 11.7. Full source code    495 Reference Section    544 1. Scan code cheat sheet    544 2. Building a Tier 1 Android App with Windows, 1.065    546 2.1. Introduction    546 2.2. Software installation and setup    557 2.3. Making your own App    609 2.4. Testing your game    623 2.5. Optional Extra’s    633 2.6. Submitting your App to Google Play    640 3. Other guides and resources    642 4. Phone and tablet resolutions    643 4.1. Apple Tablets    643 4.2. Tablet Resolutions (Android)    643 4.3. Phone Resolutions (Android)    646 4.4. Blackberry tablet    655