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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.

General Awesome

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About General Awesome

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  1.   Screenshots:     You can check out the repository here and the official website here.   Note: There has been a lack of development recently due to the fact that I'm currently undergoing the process of moving to my dorm room at ASU. Development will resume on the 12th, and I plan to have quite a large engine overhaul pushed to Github on the 17th; therefore, it is not recommended that anyone attempt to use this until I've cleaned this mess up on the aforementioned date.   Regards, John Lamontagne a.k.a General Awesome
  2.   I'm certainly not fluent in the field of theoretical physics, but isn't Quantum Entanglement an area of heavy research by the Scientific Community in hope that it will yield FTL transmission of states for computing and communication?   It's all theoretical, of course, but it's still very interesting.
  3. https://github.com/JohnLamontagne/RetroAssem/blob/master/src/RetroAssem%20Interpreter/Interpreter.cs   Luckily this project was just for fun (I was extremely bored).    I mean, it isn't the worst thing that I've ever done (by far), but there's just so much wrong with the project in general.   List of things that are obviously wrong: - For some reason, I have two different ways to halt the program: The Halt token, and the built in function call. - I don't consider the fact that someone might want to use a hexadecimal number for things other than memory addresses throughout the code. - I don't think I even spelled hexadecimal correctly throughout parts of the code.     
  4. Excellent article!
  5. GameDev.net: The game.
  6. It seems like your web player, even after uninstalling it, has somehow broken my flash player. Have you had any reports of this before?   Edit: This may be related to AdBlocker messing up. I'll have to look into this further before I can confirm anything.
  7. The graphics hurt my eyes for some reason.
  8. int num1 = 50; int num2 = 75; int num3 = 100; int num4 = 125;
  9. Randomly looked up: "How are games made" when I was about 11, and thus my adventure started.
  10.   You are now my idol.
  11. I'll have to think about this some more.  I would like to do it, as I personally love open source projects. I just want to make sure that I do it right the first time.   Thanks for the feedback so far guys! It's really helping out.
  12. I've been contemplating the idea of releasing the source code for my game to the public with the intent of allowing the player base to view and contribute to it.   I know that this has worked quite well with other software projects, but I haven't really heard of many games that actually had their source open to the public.     What would your opinion be on a project like this?   What do you think would be the pros and cons?   Side note: If I did decide to release my games source, it would be under a license that would require people to release any derived projects with the same or an equivalent license.    Thanks, General Awesome
  13.   I'm actually surprised to see XtremeWorlds listed here. I can't remember if XtremeWorlds is open source; if it isn't, Mirage Source is still a viable alternative, but it will probably take some work to actually get it working.