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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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About tanger32au

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  1. I find planning before I code works well for me. I draw flow charts and graphs to help work out program flow and logic. I also write most of my code in my head and then type it up once I have it all worked out, I find this works best for me.
  2. Thanks for the replies.   This is for a game I am making which is for my own use with a view to letting other people download it and play it if they want.   I am limited by the programming language I am using (JustBasic) so I am trying to make it the best / most secure I can within the limits of JustBasic.
  3. Hi all, As part of the login process for my game I am storing the username / password in a file. To protect this and stop people using the password I have written some code to take the password, convert this to ASCII code, preform two mathematical operations and save this to a file.   Having undertaken some testing of my code I have found a couple of things: 1) Entering "Paul" produces the same result as "luaP" 2) Entering "Lisa" produces the same result as "Bart". Paul = 180730 luaP = 180730 Lisa = 178093 Bart = 178093   Here is the code I have written. This is taken from my game but changed slightly to work as a standalone program.   [CreatePassword] PasswordCreate$ = "" length = 0 PasswordCreateText = 0 PasswordCreatePro$ = "" cls Input "Enter a password: "; PasswordCreate$     length = len(PasswordCreate$)     for A = 1 to length         PasswordCreatePro$ =  mid$(PasswordCreate$, A)         PasswordCreateText = PasswordCreateText + asc(PasswordCreatePro$)       next A   PasswordCreateText = PasswordCreateText  * 293 PasswordCreateText = PasswordCreateText + 62944   Print ""; PasswordCreateText   open "PassWordChecker_Temp.spf" for append as #UC print #UC, ""; PasswordCreate$;  " = "; PasswordCreateText close #UC   input "? "; RunChoice$ if RunChoice$ = "q" then gosub [EndOfTest] gosub [CreatePassword]   [EndOfTest] notice "Program closed" end   Paul http://thecrazycodingclown.blogspot.com.au/
  4.   This is what I have at the moment except without the password part. I want to make it so that the user has to login to the game with a pass code of some sort so that others can't stuff it up for them.
  5. I am developing a text based game at the moment which I started two years ago, I am just getting back in to it now.   My plan is to have a system where people can try and compete for a high score via an online system, of course to do this the scoring system needs to be secure and not able to be tampered with. I have coded up this part of the game to the point where I am happy with the security of it. Now I am thinking of adding a login type system where the first time the game is run the user creates a username / pass code which is then used in the future to login.   My thoughts on doing this are: - Username + pass code - Certificate file + pass code (the certificate file could be portable for use on other computers) - Just a pass code - Secret question + pass code   If you have done something like this yourself in the past what level of security did you decide to implement?   Paul http://thecrazycodingclown.blogspot.com.au/