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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. Hi,    I have released my pixel art application for android recently and it’s in launch sales currently. We are using it for develop Reactor Heart   Try it here Get it here   Nes Pixel Art is the ultimate application for pixel artists. In this application you can create animated sprites for videogames or animated gifs to publish in your website or blog. Nes Pixel Art born fundamentally for my videogame's development process, so it has been tested and designed to be useful in that task.   Contact me for any problem or suggestion.   **Current features: -Screens >= 4.3 " -Internal project manager -Auto-save -Spritesheet import and image load in PNG/BMP/JPG -Color palette with variable length -Common tools like pencil, lines, circle, ellipse, rectangle, ... -Shadow tool -Select, copy, multi-paste tool -Reverse vertically and horizontally, rotate 90º (right and left) -Animation tools: frame add, forward, backward, animation play, frame delete -Colors: RGB -Export spritesheet/GIF -Share spritesheet/GIF to various services (dropbox, mail, twitter, drive, ...)   Screenshots:         I hope you like it ;)
  2.   Sorry, I will wait for the publishing of the low-level version. :( I'm currently writing it and I think this one is a nice first approach for beginers.
  3.   Thank you. I will make a more technical article about this topic in the future, for more low level details. But I'm still improving that low level details and I would like to publish the better information possible.
  4. This article sums up what I've learnt so far developing the procedural map generation system of Reactor Heart. What I expose here should not be considered the last word on the topic since I'm still looking for the way to enhance the system. In the beginning, I made lots of rookie-mistakes and learnt a lot overcoming them; I hope it proves useful for you and If anyone knows, I'll gladly accept any suggestion to make my system better. When I started developing Reactor Heart I realised immediately that I had to create an infinite universe able to automatically expand itself. With a Restricted world I wouldn't have made so far so I started my research gathering information on many articles and white papers about procedural generation. The first idea I came up with was create a giant sector generator to allocate planetary systems, asteroids, and many other things. So I began to code function to create the planetary system basic elements: planets, asteroids, moons, minor satellites, etc. The planets were circles with a variable length ratio, the moons were the same but much smaller and for the asteroids I used an algorithm to create an outline with a logical and more or less round shape. With those elements I defined the soon to be planetary system generation in which planets were located in determined orbits round a centre (where I'd set a Star). They were defined with a random angle and distance from the center, restricted within reasonable ranges to set them coherently. The generation system worked as expected with the exception of four issues: The whole process lasted 15 seconds The shapes of the asteriods didn't match what I had in mind. The generation of each asteroid took a lot of time using the algorithm I designed. Due to the random location of the asteroid, lots of blank spaces might occur. For a limited map, 15 seconds are trifle since the generation is done once. For limitless universe where the users are expected to travel for hours that's unacceptable. Moreover, the asteroid's shape was kind of rhomboid and the system needed a lot of time to generate them. The first issue I mended was the asteroids, which was the most obvious one. I created an asteroids editor in which I could pre-design a set of asteroids and save them to load them later in the game. Without the asteroids generation equation, the loading time improved enormously. It did even better when I added pre-processing while exporting the files in the editor. In addition, the asteroids shape were more coherent and, when combined, bigger asteroids with cool shapes were generated. Despite fixing the asteroids issue, the loading time was still not good so I had two possibilities: Work on revamping the algorithm by means of parallelism. Lessen the generation system complexity. In systems where Real Time generation was mandatory, they reduced the "unit" size and hence, reducing the amount time necessary for the generation. At first, my "unit" was the sector size and to follow this philosophy I decided to make it smaller. The sector would be an area of space defined by 6x6 chunks (the planetary system was 50x50) that might be occupied by a planet, a planet with some moons or asteroids, a cloud of asteroids, a nebula, a Star, etc. The system worked wonderfully and I managed to reduce the generation time to a mean of 0.007-0.1 seconds using this new method (and with some low-level optimizations in the process ). Tip: The use of profiling tools like gprof is very helpful to seek those functions that do most of the calls and see which part of the code you should try to optimize. I haven't parallelized the system yet though I've designed it with an eye to the future to make it easier for subsequent versions to integrate it. And that has been my experience so far.