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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. Thank you very much for your responses! Very helpful.
  2. Okay, so right now, I have a character, and he just simply checks against everything that is on the screen. It works fine, but I'm reading a book on collision detection and it talks about a way to handle many more objects on the screen. It suggests creating sectors and only checking against objects that are in the same sectors. The book then proceeds to give a working example of collision detection, but doesn't seem to follow it's own method of creating the sectors. So my problem is with creating these sectors. The book says that doing this method can decrease the checks by half or more, depending on how many objects are being checked against however many objects. It gives numbers as an example of how many checks you can save. But what confuses me is the book counts putting an object into a sector as only one check. The only way I can think of to create these sectors is to create an array of rects to keep track of where each sector is, then checking each index of the array until it finds the appropriate sector that each object is in. But assuming there's 24 sectors, and 12 objects on the screen, that would mean 12 objects will check up to 24 times each, and therefore it would be more efficient to just check against the 12 objects directly. So how does a person put an object into a sector with only one check?
  3. So I made a little test game with some pretty simple graphics and animations, it's a 2D platformer. But I wanted to extend it a little further. On my sprite I wanted to display different armors and weapons that are picked up on the character the player is controlling. The problem with this is the attack/jump/etc. animations. The way I understand it is I create a series of frames, then play through those frames, then I get the desired attacking/whatever animation. The problem with this, is that creating different animations for each armor/weapon combination is completely unreasonable. So my question is, is this frame-by-frame animation the way it's normally done? In something like MapleStory, they have a large selection of clothing and weapons to choose from, and the characters are far from stiff. Do they simply have different frames for weapons and animate each clothing line then do some tricky stuff with layers? Or are they doing something more advanced?