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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. I've been trying to think of a way to implement deformable 2D pixel terrains, much like worms/liero/etc. I can't seem to get my head around how you'd check for collisions of a sprite with the terrain - would it really be necessary to do a pixel-by-pixel collision test for the entire terrain? there has to be a better way.
  2. Perhaps I was a bit harsh. Sorry OP, I'm tired :-P Never the less, the main focus of my cranky little rant stands: Don't dismiss or disregard potentially valuable information before you truly understand it. That goes for programming, maths, life, etc. I shall say no more before I offend anyone else :-)
  3. Quote:Original post by Kronikle66 /overwhelmed I have to thank you guys for the incredibly replies. But, as usual, leave it to this board to make me look like a complete newbie lol. I understood about 60% of what you guys said. Okay, not to be rude here, but if you don't understand pointers in C++ you are a newbie. To be really, brutally honest it sounds like you have an ego problem: you completely dismissed pointers without understanding them? you feel you have an elevated level of competency in C++ despite not understanding pointers? If there's one thing I've learned in the last five years or so, it's that no matter how much you think you know you've always, ALWAYS got more to learn. Sometimes you surpass your peers, sometimes you look on in awe at others doing the most amazing things with their code. Quote:Original post by Kronikle66 Am I missing something? Why would you ever need to know the memory address of a variable? Actually knowing the memory address of a variable is generally unimportant to you as a programmer (though it may come in useful in the debugging side of things). Quote:Original post by Kronikle66 If you're going to substitute a variable, why not just replace the entire variable altogether instead of replacing the contents of where it's located in memory? You've got to walk before you can run. You've got to know C++ fundamentals before you write games in C++. Stop reading the book you're reading and go learn C++ properly, before declaring yourself all clued up. You might be surprised at just how much else you missed.