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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.

Jeffy

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  1. Thanks for the great replies everyone. I am going to work through Seraph's tutorial as it appears to be exactly what I was looking for.     How do you spot wether a game is purely 2D or just being 2D while using DX/OGL? I do not know much about the subject, but from what I can tell that bear fighting game I linked appears to be straight 2D without anything 3D-accelerated. Basically trying to see what the limits are to 2D as far as visual FX is concerned.     Also a few things about terminolgy. DirectX and OpenGL are basically interfaces that allow the programmer to access the GFX card and SFML(and the others mentioned in the topic) are basically the same but without the 3d capabilites?
  2. Hi,   Would consider myself an intermediate C++ programmer and I would like to learn some game programming but I do not really know where to start looking. From what I gathered, either OpenGL or Direct X is supposed to be the starting point for 3d programming. That or making use of an engine like Ogre.   But what about 2d games? This following example appears to be 100% 2D:   http://www.ifightbears.co.uk/     Where can I find a good starting point for learning about entirely sprite-based 2D games?   -Jeffy