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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 MathewS

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  1. I did the MEng, which is the three year BSc plus an additional year involving the MSc, at Hull University and loved it. The course is very involved, the first semester involves a graphics orientated project, with the second semester handling physics and parallel processing project. Also while I was there there was a project which involved creating a game in a group, then porting that game to various platforms, at the time it was gamecube and psp but I know that they have recently gotten hold of three PS3 devkits which will most likely be used as well. With the MSc also there is the third semester project which involves picking a project from a select list.
  2. [list][*][url="http://www.vgmuseum.com/pics7/puffy.html"]Puffy Saga[/url][*][url="http://www.vgmuseum.com/pics6/little.html"]Little Puff[/url] on C64[*]Dizzy[*]I cant remember what this one was called, but it involved going round a house/mansion trying to recover parts to build a car.[*]Various others from my C64 days[/list]
  3. [quote name='alvaro' timestamp='1303329691' post='4800917'] You just want to generate the same random numbers each frame? You could just generate the random numbers one, store them in an array and then use the array. [/quote] or you could seed rand with the same value you started with. At a guess, do you want to generate the points (at random) at runtime then from that have those points displayed while the program is running? if so you could save your seed value to a variable, and use the same seed value again at the start of the display loop. or you could store the points in an array.
  4. I think you are missing the glEnable for the depth test. try adding this glEnable(GL_DEPTH_TEST); before glDepthFunc(GL_LEQUAL); in your glInit method.
  5. OpenGL

    Not too bad, didnt expect to see this using HTML5 Quote:Original post by maspeir This is awesome, but I'd prefer a standalone app where I can input my own images. The concept is excellent though. I found this one not too long ago, http://www.codehead.co.uk/glsandbox.html
  6. http://www.opengl.org/sdk/libs/GLee/ Quote: Usage examples To use GLee, include GLee.h from your code, then link to the GLee library (e.g. GLee.lib) or add GLee.c to your project. To check for the ARB_multitexture extension and use it: #include <gl\GLee.h> // (no need to link to gl.h) ... if (GLEE_ARB_multitexture) //is multitexture support available? { glMultiTexCoord2fARB(...); //safe to use multitexture } else { //fallback } you dont need to include the header GL.h
  7. Like others have said store the date/time at shutdown, then when the game starts check if the time saved is either past or future. If the stored time is in the past add to the energy bar, if it is in the future put the energy into the negative. Sure you might have the small time errors when syncing the time but it wont be a great deal.
  8. I don't know alot about, one thing I do know is that the StreetFighter IV arcade machines were using a PC set-up with windows XP, it was when it was released anyway. Designing the hardware will be quite a task and as you said alot of the newer machines are using close to if not PC hardware, so you could go from there. And for the coin op you will probably just buy the hardware with an SDK.
  9. My university has told us that, you can use the GameCube devkits to develop for the Wii, since the Wii is a more powerfull version with different controllers. They havnt told us if they are getting the Wii Kits yet, so at the moment we are stuck with the GC kits, which isnt that bad if you think about it.