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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.   Took about 5 months by now but I've only worked on it in my spare time which I didn't have too much recently. On average probably less than 1 hour a day.
  2.   That's what I was thinking. Basically write all of _your_ code in C but compile with C++ compiler. That way you can use external C++ code.   And yeah, good point about C interface being great for doing all kinds of language bindings. With some effort I'd probably manage to extract pure C interface out of my library for that purpose.
  3.   Why is that?       Well i will not tell you nothing interesting, I just prefer c as language and c libs over c++ libs. I never used c++ style lib from c - do you think that using it  from c would be hard? could you maybe explain a bit?   Many compilers allow you to mix C with C++. Since C is a mostly just a subset of C++, you can have all of your code in C if you like and still use Tiny2D which is in C++. You just have to tell the compiler that the files using Tiny2D shall be compiled with C++, not C, compiler - typically you just need to set their extension to .cpp instead of .c
  4.   Why is that?   I love C and I prefer it in many cases (over C++) but C++ proved to result in a bit cleaner and more robust API than it would have been in C.   In fact I have initially coded Tiny2D in C but switched to C++ later on. The main reason for that was automatic destruction of objects via destructor. The only little thing I don't like about Tiny2D interface now is that you still see an internal private pointer inside of the class' declaractions (see the main header file https://github.com/macieks/Tiny2D/blob/master/Include/Tiny2D.h ) - e.g. MaterialObj* obj inside of Material. Ideally I'd like to hide that from the user. In C, it wouldn't have been an issue. But overall I think this is very minor.
  5. Good point! Going to put some screenshots in there soon.   Cheers!
  6. Hi everyone,   I have just open sourced my 2D game library called Tiny2D.   My focus with this library was on being easy and quick to use. Minimum code, maximum effect. Whether you plan to develop commercial game or just taking part in some game jam, you might be interested.   Current feature set includes: animated sprites particle effects shader based materials render targets some built-in postprocessing filters asynchronous resource loading audio Home page: http://tiny2d.pixelelephant.com Blog: http://gamedevcoder.wordpress.com/2014/01/16/tiny2d/ GitHub: https://github.com/macieks/Tiny2D   Any feedback welcome!   Maciej
  7. [color=#000000][font=verdana, geneva, lucida,]Hi everyone![/font][/color] [color=#000000][font=verdana, geneva, lucida,]I've just published my new blog post where I demonstrate how to have iCloud working properly in your iOS game using my simple library:[/font][/color] [url="http://gamedevcoder.wordpress.com/2012/07/09/robust-icloud-implementation-for-games/"]http://gamedevcoder.....ion-for-games/[/url] [color=#000000][font=verdana, geneva, lucida,]I should also mention it does handle conflict resolution and it's been already successfully used with 2 of my iOS games - [/font][/color][url="http://toucharcade.com/link/http://itunes.apple.com/us/app/monstaaa!/id482844637?mt=8"]Monstaaa![/url][color=#000000][font=verdana, geneva, lucida,] and [/font][/color][url="http://itunes.apple.com/us/app/puzzled-rabbit/id465250747?mt=8"]Puzzled Rabbit[/url][color=#000000][font=verdana, geneva, lucida,].[/font][/color] [color=#000000][font=verdana, geneva, lucida,]Hope this is helpful for some devs out there![/font][/color]
  8. Just a quick heads up - Monstaaa! is finally available on the AppStore: [url="http://itunes.apple.com/us/app/monstaaa!/id482844637?mt=8"]http://itunes.apple....d482844637?mt=8[/url] And here is the new launch trailer: [media]http://youtu.be/4w_IBwhBxms[/media] Hope you'll like it Also, it would be great to get some feedback from you guys! And if you've got any questions I'm happy to answer all of them! Cheers!
  9. Hi everyone! After 6 months of development I have finally finished my iOS game called Monstaaa! The game was made by myself, my wife and a friend and it was developed using Marmalade SDK. Monstaaa! is a physics based puzzle game with some cool painterly graphics. The goal of the game is to feed the Monstaaa by tilting the device thus changing the gravity which makes all of the bugs fall down into Monstaaa's mouth. There's a lot of creative gameplay variety in the game and my plan is to add even more levels with future updates for free. The game will launch on the 29th of May 2012 as a universal app. You can read more on my game dev blog: [url="http://gamedevcoder.wordpress.com"]http://gamedevcoder.wordpress.com[/url] [left]Game website: [url="http://monstaaa.pixelelephant.com"]http://monstaaa.pixelelephant.com[/url][/left] Facebook page: [url="http://www.facebook.com/MonstaaaGame"]http://www.facebook.com/MonstaaaGame[/url] Twitter: [url="https://twitter.com/#!/PixelElephant"]https://twitter.com/...!/PixelElephant[/url] [left][media]http://youtu.be/1KBidAhVS2A[/media][/left] Any kind of feedback, questions or requests much appreciated [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Cheers! Maciej Sawitus
  10. You may also want to check out [url="http://madewithmarmalade.com"]Marmalade SDK[/url]. I've been using it for 2 games (for several different platforms including iOS and Android) and I'm really happy with it. If you want more information take a look my latest blog post that includes comparison of Marmalade and Unity3D: [url="http://gamedevcoder.wordpress.com/2012/02/01/ios-and-android-game-development-on-windows/"]http://gamedevcoder....ent-on-windows/[/url]
  11. Just a heads up about my latest blog post talking about my recent experience with different engines / SDKs for mobile development: [url="http://gamedevcoder.wordpress.com/2012/02/01/ios-and-android-game-development-on-windows/"]http://gamedevcoder....ent-on-windows/[/url] All comments welcome! Maciej
  12. I bet it wouldn't take much of your time (probably less than 1 hr) to put macro like this around every Win32 / DX call that returns HRESULT: [code]#define CHECK_HR(op) \ { \ HRESULT hr = (op); \ if (FAILED(op)) \ { \ char buffer[1024]; \ sprint(buffer, "Operation %s failed in %s:%d, hr = 0x%x", #op, __FILE__, __LINE__, hr); \ ShowMessageBox(NULL, buffer, "Error", MB_INFO); \ } \ }[/code]
  13. On a slightly unrelated note - take a look at Steam's survey on GPUs in their customers PCs: [url="http://store.steampowered.com/hwsurvey/"]http://store.steampowered.com/hwsurvey/[/url] Very few people have DX11 capable GPUs but there's many with DX10.
  14. [quote name='Icebone1000' timestamp='1305603784' post='4811761'] Anyway, should I use instancing for rendering texture fonts? [/quote] I don't use instancing to draw fonts but it certainly might be a good option. What I do is: - create "dummy" static index buffer with indices for consecutive quads, i.e. (0,1,2),(0,2,3),... - create dynamic vertex buffer for allocating quads used to draw characters - treat it as a ring buffer (on DX make use of discard functionality) - every time I draw some text: (a) allocate chunk of vertex buffer of size 4 * text-length * sizeof(vertex) and set up data for all verts (b) bind index & vertex buffers (c ) indexed draw
  15. See this example of a guy who developed clone of his favourite game "Streets of Rage" for 8 years to be shut down by Sega few days after releasing it: [url="http://www.kotaku.com.au/2011/04/fan-made-streets-of-rage-remake-pulled-after-request-from-sega/"]http://www.kotaku.com.au/2011/04/fan-made-streets-of-rage-remake-pulled-after-request-from-sega/[/url] This must have been painful for him but you can also say his time wasn't just lost - he learned how to make professional games