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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.

goodeddie

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  1. How do I handle platform games collision detection for jumping?   I have a method that tells you if the player collides with a block tile but I don't know how to manage jumping.   I know that if the player jumped up into a block, you just make the player fall down.   And if the player jumps up and touches the side of the block, the player still jumps up but doesn't move into the block.
  2. You can only broadcast moving from one pos to another pos after you're done moving lol but thanks! I think I'll just send to server at start of action.
  3. Thanks!   My server is slow and low on memory so I'm trying to limit the number of messages sent to one or two. Then I let the client side handle drawing the movement inbetween the start and the end. But thanks!   Another question I have is: In a network game, does the client send it's state change to the server and the server adds it to a queue and the server loops through that queue and broadcasts it?
  4. When should I broadcast my own action?   Do I broadcast on state change? Like if I start moving, I broadcast it. But do I also have to broadcast when I stop moving?   Or do I just broadcast on a valid input like when I press a button and it's valid?
  5. I want to know how web servers work. Can I just write some server code and host it on something like Google App Engine and then write some client code and host it on github and then I can make a multiplayer online game? Can someone help me get started on nodejs or socket.io or stuff like that? Something simple like writing the server code for connecting and disconnecting and printing out a string and uploading the code to somewhere.
  6. Thanks guys for the responses!   I keep thinking that making a game that only I will play is a waste but who knows?   But I understand you guys saying I should just make any game.   The reason I chose HTML was because it doesn't need a big IDE (it just needs notepad and an internet browser).   Also, it's easy to upload a javascript game on something like github and let everyone play it through their own browsers without installing things.   What are my choices? :)
  7. I've been playing around with html5 game engines like enchant.js and akihabara but at that time, I was just blindly developing.   I keep stopping because I want to make a game that lots of people will play.   In my opinion, I think every new game that comes out now is just a story line and graphics change.   So should I just make a browser game with new story or just keep thinking until I find something innovative?   By now, anything you think of will probably have been done already in a game :(