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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.

dlan_fr

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  1. RT @badlogicgames: http://t.co/FuyO2yL6TO After 14 years Java4k is dead. Sad.
  2. RT @Jupiter_Hadley: Check out part 1 of my MiniLD #55 compilation video series! http://t.co/2KkgsHnPZR #LDJAM @_Egee
  3. finished my MiniLD entry, time for theme voting now! #LDJAM http://t.co/JeouGVCZIJ
  4. RT @ludumdare: Theme Voting for Ludum Dare 31 has begun! Tune in every day this week for a new round! http://t.co/CxUIRIzjKt #LDJAM http://…
  5. RT @ludumdare: TWO WEEKS until Ludum Dare 31! Perfect time to have Theme Slaughter! http://t.co/U8zTsTfrui #LDJAM http://t.co/dIy2YoHEC1
  6. RT @gas1312_AGD: PLACEBO is OUT! My EP Entirely made with a #gameboy RT for a chance to have a free code #chiptune #8bit #newmusic https:…
  7. RT @drewholmes: "You are leaving the mission area" is something that absolutely must be abolished in video games.
  8. Kazmath seems a library that could suit your need, it's cross-platform and is used by cocos2d-x (even though the last version have transitioned to a c++ math library). I personally use only a small subset of it, but so far the library is robust enough.
  9. RT @FuturLab: Freemium = 'Free' + 'mium', where 'mium' is latin for 'Not really' -https://t.co/Wzxf212Z81
  10. actually, you should only have one value from freetype, so GL_RED should be enough, sorry my mistake.   yes,  edit your shader where the r value of your color will contain you alpha value.   or use a swizzle mask like explained here, in your case it would be:   //after binding the texture GLint swizzleMask[] = {GL_RED, GL_RED, GL_RED,GL_RED}; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); with this you don't need to change your shader.
  11. It should be GL_LUMINANCE_ALPHA instead of GL_ALPHA, freetype output a luminance value + an alpha value per pixel.   Also, keep in mind that GL_ALPHA and GL_LUMINANCE_ALPHA have been removed starting with core OpenGL 3.1, you might want to use a different format and edit your shader to copy the value in the corresponding color channel (explained on this stackoverflow page) . You can also just create your own bitmap buffer with 4 byte per pixel and copy the luminance value in the RGB channels directly.
  12. RT @ludumdare: Important! @mikekasprzak would like Ludum Dare to stop using #LD48 hashtag and #LDJAM instead: http://t.co/NlgHCPiL8o http:/…