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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.  It was because I felt overwhelmed by the code I was writing and it was indeed a big digital bowl of spaghetti code. Although I did have certain parts of the code in separate classes, there still wasn't much modularity. So when a bug pops up I spend all day swimming through the code in order to find it. It only became tougher the more code I wrote. I'll need to do a bit more modularity moving forward. But the previous comments are all very helpful. Coding does feel somewhat of an iterative learning process. It helps to know that I'm not just missing some big picture. Thank you all for the helpful input.
  2. This is a problem I am kind of facing as well =/. I've had to resign to starting over due to not knowing an efficient way to continue my code and seeing that I was headed towards coding myself into a corner.   Any insight on dealing with this or avoiding this in the future would be greatly appreciated.
  3. Thanks everyone. You've given me a well of information to think about moving forward. Much appreciated.
  4. Thanks for the suggestions! I actually could understand what you said quite well (...probably). I've been slowly wrapping my head around flashes stage3D and its relation to the GPU pipeline so I think I have an idea of what you mean with shaders. Right now Im dealing with 2D games so its not so much a big deal performance wise. But ultimately I will want to do 3D programming. I'll stick with flash awhile longer until I know I need to upgrade for the extra processing power. I'll keep track of the progress of each languages libraries in the mean time.
  5. So in order to get images on screen I would need to use a library like the ones you've listed that facilitate the process. I asked about this on another forum and realized that flash seems to be designed for visual purposes almost exclusively so naturally they provide a stage element for easy drawing. Thanks for the clarification.   I also hear that C++ is something you learn for a long time before you can get very good at it. Is Python a good pitstop along the way?
  6. Hello people. Um...I'm a bit new and have been learning programming in Flash Actionscript 3.0 for some time. I dont know too much about Java and C++ (...yet) but I've noticed that the overall structure of how code is put together in Java and C++ seems somewhat similar and I've been looking into expanding/graduating to C++ or Java in the future. I've noticed that flash comes with a stage element that pretty much provides a place to blit sprites and graphics on to. This is probably a stupid question but I wanted to know if there was something similar to that in Java or C++ or just generally any other language that doesn't come with a 'stage' element like flash does. If so, how would it be done?