• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

105 Neutral

About fdmr

  • Rank

Personal Information

  1. Deeee thanks a lot! I heard about the "skeletal" animation before, I though it was complicated, but doing some research it is not that hard, what I'm doing right now is to draw the sprites and use the bezier tool to work in inkscape, and finally add some details. For the hair and the cape animation, I think it can be possible to achieve, but it will require more effort, I'll play with the nodes in inkscape. Thanks to all I'll post the sprites as .gif for all of you to look the result. Greetings.   (by the way, I found this tutorial http://goo.gl/eGwrn)
  2. Thanks again. Kryzon I agree I have to run some tests to look how the game is looking in different resolutions. Deeee I visited your blog it is great, i would give it a shot again to inkscape, but I'm not really sure about vectors. Here's an example of the graphics I'll like to achieve: http://goo.gl/uX0XIF for raster, and if I got to go with vectorial I'll would try this http://goo.gl/ClSjn But if I make the sprites in vector graphics in the end the game engine will transform the sprites in  raster isn't it? It would be a challenge anyway. If some have techniques to share that would be awsome. Regards.
  3. Ravyne, Kryzon, thanks a lot for the reply you opened my eyes a little. I was trying to make pixel art (like Castlevania Order of Ecclesia) and I found tutorials where is recommended to draw the sprites in higher resolutions than the final product, for example: if the sprite is 64x64 do it at 128x128 and so on. But I dont really understand this, like you Ravyne said I could make that the engnie do the work and other people said that scale the images etc. About the final result on TV, the game so far doesn't have the change resolution option, we are making a demo maybe I could work in that later, and the game is for one player, so the camera is going to focus on the player's sprite, so I could program the window (or screen) on the game that only show certain area around the character, I will try the advice you gave me to fit in all without problems. Thanks again both of you, I'll keep you posted about the game, we actually plan to do a development diary and release it for free on Ouya. Greetings.
  4. Hi gamedev,  recently I started a project with a couple of friends, we are trying to develop a game for ouya console, since we all are really noobs developing games, we are programmers, designers etc. but never tried to make a game before, well we only have experience with Game Maker and that kind of basic stuff, but we are having trouble on the art of the game. Our game it's a simple 2d platform game, and our main problem is the art, we tried vector (inkscape) raster (gimp) but we are not sure what's the best option to go for it. It is hard to decide for a few reasons: 1.- Does having an raster game (gimp) it's bad for the resolution of the game on the different screens of the players/users? 2.- Is vector (inkscape) graphics the best choice? The difficult about vector graphics is that making a sprite for me can be really hard, and at the end of the sprite it looks like a cartoon. (I want to achieve a castlevania or metroid sprites type of art that is used on gameboy series). So I'm trying right now to use gimp as pixel art tool, and I think it is way easier to make the sprites, but I don't know if it is the best way to do it because I don't want that the sprite looks blury at the end. And finally at the end I think that no matter what the game (in this case with AndEngine) will show the graphics a raster, is that true? So can anyone please tell me what is the proper way for making sprites, and if my firends do the backgrounds in inkscape and I do the sprites in gimo it would be a problem? If someone has a tutorial that would be great! (insert meme here) Basically that it doesn't look bad in any resolution and doesn't look like a cartoon. Sorry for my bad english, it is not my mother tongue. Thanks.