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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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  1. Check out http://prediction.io/ it's another prediction platform.
  2. Nice read, I have the same adapter, but my PSOne joystikcs are working fine in analog mode, through D3 is missing
  3. Pretty neat, but is OpenTK still alive? Latest Nightly build is more than a year old... I tried to download Your games installer, however chrome showed that it is malicious.
  4. You can use Flash or even GameMaker for side scroller, internet is full of tutorials how to create simple platformers . What platform are you targeting to "release" Your game? If You are creating it just for fun, You could even use some HTML5 engine (programming javascript)
  5. I never tried cocos2d-x but it looks really nice. I'll defiantly try it later, for now my choices are: HTML 5: Gamvas Android/iPad: libGDX Desktop: Allegro, SFML or DirectX ToolKit   You could look into MonoGame, it looks nice too.
  6. So what is the issue? In: int x = i % m_bufferWidth; int y = i / m_bufferWidth; int halfWidth = m_bufferWidth / 2; int halfHeight = m_bufferHeight / 2;   Shouldn't it be: int y = i / m_bufferHeight;     And why are you using prehistorical OpenGL? Or are you stuck with good-for-nothing video card (like I am)?
  7. Nice read, recommend watching: http://www.youtube.com/playlist?list=PLUUGFk1wE5OHqeNDwp2q9_ZiPqKlWNc6V
  8. Yes,  just upgrade to Visual Studio 2012 And read more: http://msdn.microsoft.com/en-us/windows/apps/br229512 http://www.jayway.com/2012/11/20/windows-8-xaml-based-metro-apps-with-visual-studio-2012-and-blend-2012slides-and-code/
  9. You can paint anything on tiles, it is like different layer. JavaScript is pretty good for such a game, and works on browsers and tablets. You can take any JS canvas engine: http://www.gamvas.com http://www.impactjs.com Or any from the list: http://www.html5gamedevelopment.com/html5-engines   Or You could learn Java or C++, however JavaScript is fastest way to learn game programming IMHO.
  10. From top of my head: Plain OpenGL Plain DirectX (Windows Only) DirectX ToolKit (Windows Only) SFML Allegro 5 SDL I would recommend Allegro 5
  11. As far as I know Visual Studio 2008 cant' create windows 8 Metro apps (You are talking about metro)   What are really useful new Win8 features? Well, tablets can't run standard Win32 applications so that's new :). Metro is like whole new OS. You didn't specify what programming language You will use so not much help about gestures. You .can use C++/C#/JavaScript/VB for creating Metro apps.   Metro is that new windows tiled look.
  12. Is it just me or there is no documentation on site?
  13.   Yup these two are the best resources to start, and I could add two: Another good tutorial set for libGDX http://steigert.blogspot.com/  How to handle multiple screen sizes http://blog.gemserk.com/
  14. Added screenshots to describe Easy / Normal / Hard game modes. Comments and Suggestions are welcome :)