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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 Fla5hbang

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  1. I just started playing with iio today, so far I'm loving it!
  2.   thanks i was looking for something like this!
  3. yea python is my main language. i checked it out and it looks pretty darn close to python heck it looks better than python! im gonna take your advice and brush up on my javascript just in case(i only know the basics) right now im trying to wrap my head around basically starting from scratch. i love python but javascript has everything i want and more so i think coffeescript is the best bet.    thanks for helping me out with all this
  4. I think I'm gonna mess around with Gamejs(its very similar to pygame) and coffeescript. I found this online and coffeescript looks like it could save me a lot of trouble. Iv been messing around with it all night http://qpatterns.wordpress.com/2012/11/13/try-coffeescript-the-python-way/
  5. i recently finished a game for the blood in the water themed mini ludum dare that i made in pygame. unfortunately pygame is annoying to make exe with so now im not even sure if im gonna upload my game. but that got me thinking is there anyway to upload pygame games to browsers? iv heard about iron python and pyjs which translate python code to java allowing you to make web games and there's another thing called web2py for web dev. .i was planning on just relearnig htm5 and learning some java but now l im thinking about just learning about pyjs or should i go with ironpython instead? does anyone have any advice or info on the subject.
  6. ok i kinda figured out the problem. i decided to add the meteorites to the all_sprites_list< ill use the space_rocks group for collision instead. its spawning more rocks but when its set to spawn 10 it only spawn like 5 >_< but when i set rock_number to rock number = 5 * 2 and tell it to spawn the number in rock_number it will then spawn 5 rocks or what ever number i set the multiplied number by. And collision isn't working for the meteorites when I shoot them usually one will disapear and the others aren't affected
  7.     # IMPORT------------------------------------------   import pygame, sys, random from pygame.locals import*   pygame.init()     # DISPLAY---------------------------------------- screen = pygame.display.set_mode([500,700])   WHITE = (255,255,255) BLUE  = (  0,  0,255)       #ENTITIES------------------------------------------ class backg(pygame.sprite.Sprite):     def __init__(self):         pygame.sprite.Sprite.__init__(self)         self.image = pygame.image.load('stars.jpg')         self.image = self.image.convert()         self.rect = self.image.get_rect()         self.dy = 5         self.reset()       def update(self):         self.rect.bottom += self.dy         if self.rect.top >= 0:             self.reset()       def reset(self):         self.rect.bottom = screen.get_height()   #-------------------------------------------------- #this is the metorite rock_speed = 3 class Rock(pygame.sprite.Sprite):     def __init__(self):         pygame.sprite.Sprite.__init__(self)         self.image = pygame.image.load('roid01.png')         self.image.set_colorkey(WHITE)                  self.rect = self.image.get_rect()       def reset_pos(self):         self.rect.x = random.randrange(0,700)         self.rect.y = 0       def update(self):         self.rect.y += rock_speed           if self.rect.y > 600:             self.reset_pos()                 # ACTION------------------------------------------           # A - ASSIGN VALUES TO KEY VARIABLES----------------   Stars = backg() star_list = [] #------------------------------------------ for i in range(100):     x = random.randrange(0,500)     y = random.randrange(-100,400)     star_list.append([x,y])      #------------------------------------------------ #this is the metorite rock_number = 5 for i in range(rock_number):     srock = Rock()     srock.rect.x = random.randrange(10,475)     srock.rect.y = -100       space_rocks = pygame.sprite.Group(srock)     #--------------------------------------------------------------   all_sprites_list = pygame.sprite.Group(Stars)     clock = pygame.time.Clock()          # L - SET UP MAIN GAME LOOP------------------------------- done = False       while done == False:          for event in pygame.event.get():         if event.type == pygame.QUIT:             done = True                # draw background scrolling-------------------------------     all_sprites_list.draw(screen)               # draw scrolling stars     for i in range(len(star_list)):         pygame.draw.circle(screen,WHITE,star_list[i],2)         star_list[i][1] += 15           if star_list[i][1] > 700:             y = random.randrange(-50,300)             star_list[i][1] = y               x = random.randrange(0,500)             star_list[i][0] = x                              # T - TIMER TO SET FRAME RATE------------------------     clock.tick(40)         # E - EVENT HANDLEING       space_rocks.draw(screen)              # R - REFRESH DISPLAY---------------------------------     space_rocks.update()     all_sprites_list.update()       pygame.display.flip()      pygame.quit()
  8. Oh ok sure
  9. today i decided to do a simple shooter game so i could practice scrolling backgrounds but for some reason code that i use on a regular basis isn't working! my plan was to have the player shoot at/avoid  meteorites unfortunately my code to spawn multiple meteorites is only spawning a single one.iv spent hours trying to fix it.  i event opens a new page and typed up the code for that event but nothing seems to work. iv used similar code for my frogger clone and similar games. can someone please help? im sure its a noob mistake
  10.   thanks!
  11. ok i went back to the pymunk site printed out the examples,read through the library and yanked out the highlighters! i figured out how to rotate and walk the little circle around! heres my code (sorry if im not supposed to post code here) #player move # I - IMPORT--------------------------------------- import sys import pygame from pygame.locals import * from pygame.color import * import pymunk from pymunk.vec2d import Vec2d from pymunk.pygame_util import draw_space, from_pygame # D - DISPLAY CONFIGURATION----------------------------------- width, height = 690,600 screen = pygame.display.set_mode((width,height)) WHITE = (255,255,255) # E - ENTITIES ---------------------------------- space = pymunk.Space() #space is kinda like pygames surface # "player" PLAYER_body = pymunk.Body(pymunk.inf, pymunk.inf) PLAYER_shape = pymunk.Circle(PLAYER_body, 25) PLAYER_shape.sensor = True PLAYER_body.position = 100,100 space.add(PLAYER_shape) # A - ACTION (BROKEN INTO ALTER STEPS)--------------------------- # A - ASSIGN VALUES TO KEY VARIABLES------------------------ PLAYER_VELOCITY = 100. *2. PLAYER_body.position = 100,100 clock = pygame.time.Clock() def main(): pygame.init() running = True # L - SET UP MAIN GAME LOOP-------------------------------- while running: for event in pygame.event.get(): if event.type == QUIT: running = False keys = pygame.key.get_pressed() target_vx = 0 speed = 2.5 if (keys[K_UP]): PLAYER_body.position += Vec2d(0,1) * speed if (keys[K_DOWN]): PLAYER_body.position += Vec2d(0,-1) * speed if (keys[K_LEFT]): PLAYER_body.position += Vec2d(-1,0) * speed if (keys[K_RIGHT]): PLAYER_body.position += Vec2d(1,0) * speed if (keys[K_LEFT]): direction = -1 target_vx -= PLAYER_VELOCITY if (keys[K_RIGHT]): direction = 1 target_vx += PLAYER_VELOCITY if (keys[K_DOWN]): direction = -3 mouse_position = from_pygame( Vec2d(pygame.mouse.get_pos()), screen ) PLAYER_body.angle = (mouse_position - PLAYER_body.position).angle # T - TIMER TO SET FRAME RATE------------------------------- screen.fill(WHITE) fps = 40 clock.tick(fps) # E - EVENT HANDLEING-------------------------------------- draw_space(screen, space) # R - REFRESH DISPLAY--------------------------------------- pygame.display.flip() if __name__ == '__main__': sys.exit(main())
  12. Looks like I'm working with vectors then
  13. I found I pygame library called pymunk that's supposed to help out with physics and trig I downloaded it a checked out the examples that came with it, it looks really helpfull but doesnt explain much so I guess I'm gonna look more into pygames vectors
  14. http://inventwithpython.com/blog/2012/07/18/using-trigonometry-to-animate-bounces-draw-clocks-and-point-cannons-at-a-target/#more-823 I found this online so I'm gonna read through it and play around with what I learn
  15. Oh ok thanks you guys! I doesn't seem as confusing now