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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.

bratiefanut

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About bratiefanut

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  1. Hello everyone, My first game, in collaboration with my friend designer Emanuel Serbanoiu (you can check him on dribble if you like: https://dribbble.com/emanuellikesdesign) finally hit the google playstore. The game is a simple, casual game about defending a planet own by food from aliens attacks by building forts out of fluffy items and more. Besides the gameplay and storytelling that wasn't our strongest skill, we learned a lot and we are planning more games for mobiles and pc in the future. So, if you like, please check it out and give us a feedback because it will be very much apreciated.  Thank you a lot :) [attachment=31271:experiment-1.png][attachment=31272:experiment-2.png][attachment=31273:experiment-3.png][attachment=31274:experiment-4.png][attachment=31275:experiment-5.png][attachment=31276:experiment-6.png]
  2. Hello guys, I want to build my portfolio for a job on game development tools and I don't really have any ideas for a demo tool to make. Tiled like software came in my mind but I want to do something new. Also there are a lot of packing tools for game assets. What you suggests me? :D  Thank you a lot.
  3. Thanks :D
  4. Hello guys, Me and a friend are developing a small android game where you have to protect a hamburger for an enemy.  We need ideas to place the coins in our levels. We don't know what kind of pattern will be more fun or effective for the player.  You need the coins to unlock more items.
  5. Engine : Unity 5 Language: C# Graphic: Photoshop Sound: Audacity Music: royalty free music from the internet
  6. I'm in too :D   Team: Lone Wolf Members: Just me for now Website/Blog/Twitter handle: -
  7. Let's explain it low level. You can have all of this in a single cpp file. But if you would do that, you would get a huge file filled with code and not that easy to read and understand. If you split that cpp in headers and .cpp files wouldn't it be  more easy to manage? Let's say you wrote few math functions and few sorting functions and you use it in your code. If you wanted to use the same functions in another project you have to go there and copy-paste it. But if you put these functions in a header, you can just simply get that .h/hpp file and use all the function. Project management, code reuse and a clean code policy are the most important factors. Among many others.
  8. For a static library, the .lib file contains all the code and data for the library. The linker then identifies the bits it needs and puts them in the final executable. For a dynamic library, the .lib file contains a list of the exported functions and data elements from the library, and information about which DLL they came from. When the linker builds the final executable then if any of the functions or data elements from the library are used then the linker adds a reference to the DLL (causing it to be automatically loaded by Windows), and adds entries to the executable's import table so that a call to the function is redirected into that DLL. Think of both like this (Disclaimer: this is a really high-level analogy ;) .. The header is a phone number you can call, while... ...the library is the actual person you can reach there! It's the fundamental difference between "interface" and "implementation"; the interface (header) tells you how to call some functionality (without knowing how it works), while the implementation (library) is the actual functionality. Note: The concept is so fundamental, because it allows you flexibility: you can have the same header for different libraries (i.e. the functionality is exactly called in the same way), and each library mayimplement the functionality in a different way. By keeping the same interface, you can replace the libraries without changing your code. And: you can change the implementation of the library without breaking the calling code!
  9. Ok guys,  Here is a challange for you :D.  The GOAL is to make a single separate .java file that calls CubicRootChallenge.checkCubicRoot() and is able to get true. You are not able to use reflection. import java.math.BigInteger; import java.security.SecureRandom; /** * RULES: * * <p>1. Write a class that by calling CubicRootChallenge.checkCubicRoot(), is able to reach the *GOAL* line * * <p>2. Solve the problem in a single separate .java file which compiles and runs with JDK 6/7/8 * * <p>3. Your code must run with the security manager enabled (java -Djava.security.manager your.Class) * * */ public class CubicRootChallenge { // Number of BITS for the number public static final int BITS = 10000; // Generate random number with said bits [0 <--> 2^BITS - 1], and elevates it ^3 private static final BigInteger NUMBER = new BigInteger(BITS, new SecureRandom()).pow(3); // Methods that prints out when passed BigInteger is cubic root of NUMBER public static void checkCubicRoot(BigInteger numberToTest) { // Check if numberToTest is cubic root of NUMBER if (NUMBER.divide(numberToTest).divide(numberToTest).equals(numberToTest)) { // THE GOAL IS TO REACH THIS LINE! System.out.println("YOU WIN!"); } } }
  10. Thank you all for your opinions :D it's my first game for mobiles so I am not that sure what is the best aproach after a lot of pc games.. so, any advice is welcome :D
  11. The costs in the worst case scenario is losing a life for selecting the wrong things. The extra confirmation step is a dialog where I ask the player if "he is sure" or what?
  12. Thank you Josh! I will try this out and then do a lot of playtesting to find out the best way to do this.
  13. The only stats shown are the name of the object and the number of objects that can be spawned. The GO button starts the game after you spawned your objects.  So it would be better to let the player tap on any objects and then highlight the selected item?