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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.

snisarenko

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  1. Never mind, I re-read the edit portion of the article
  2. [quote name='ApochPiQ' timestamp='1318025158' post='4870279'] As long as you don't have a non-competition clause in your current employment contract, I say go for it. [/quote] Unless you are in California, where non-compete clauses don't mean anything, because they are not legally binding.
  3. [quote name='coderWalker' timestamp='1305318333' post='4810409'] Would the plugin need to do everything, or would I need a plugin that runs my "flash" program and returns an image? How does this work? [/quote] I don't know, since I've never written a browser plugin. This is why I pointed you to tutorials that can help you figure that out. My best guess is that the browser provides you some sort of rendering context into which you can render.
  4. [quote name='coderWalker' timestamp='1305307770' post='4810326'] I would like to make my own version of HTML. I know this wont get popular nor is it a way to make money but I would like to do it for experience. I would really like to learn more about Network programming, languages and interpreters. Basically I want to be able to have a page like the following on a server and it display correctly in a Browser. [code] //Set the variables // in this case a string called name to Waldo -Var str Name = "Waldo" //Display Test "Where's Waldo" -Text "Where's" & Name //Draw an image -Image picture.png [/code] [/quote] Just going to point out that what you are trying to do has nothing to do with Network Programming. And everything to do with languages and interpreters. HTML is just a markup language that allows you to configure how you display data. Its no different than having a doc file or pdf file (except for the javascript part). You may be asking for help in the wrong forum. If you want to build an actual Firefox plugin Google can help you with that. Here is a tutorial i found via simple google search. [url="http://colonelpanic.net/2009/03/building-a-firefox-plugin-part-one/"]http://colonelpanic....lugin-part-one/[/url] [url="http://colonelpanic.net/2009/05/building-a-firefox-plugin-part-two/"]http://colonelpanic....lugin-part-two/[/url] [url="http://colonelpanic.net/2009/08/building-a-firefox-plugin-part-three/"]http://colonelpanic....gin-part-three/[/url] (a firefox extension might be easier, instead of converting your language to pixels you'll be converting it to HTML) I hope you realize that building the plugin (or extension) is the trivial part. The hard part is actually building the interpreter (depending on which libraries you use). Overall this exercise will not make you a better network programmer. All you are going to learn is how to create a language and interpret it. If that is what you want to learn, then thats fine.
  5. One good way to prevent vote cheating, is to have users post the votes, and only count the votes of the users who have been members for more than 6 months and have a certain amount of posts. Or something along those lines. Just a suggestion.
  6. You might want to try [url="http://www.chatter.com"]Chatter[/url]. I haven't tried it, but it looks interesting.
  7. [quote name='Drew_Benton' timestamp='1295002697' post='4758767'] I didn't see it mentioned yet, but I've been using [url="http://www.aimp2.us/download.php"]AIMP2[/url] for a while now (on Windows) and it is simply [b]awesome[/b]! It reminds me [b]exactly[/b] of how WinAmp used to be. The original page for it is [url="http://www.aimp.ru/"]here[/url], but it's Russian. The first link is an "unofficial" English translation from what I understand, but I've been using it for a while now with no problems so it should be safe (you should still scan all downloads of course!). If you'd rather grab the files from the official page, check [url="http://www.aimp.ru/index.php?do=download"]here[/url]. I'd strongly suggest you give it a try for a week or so to decide if it's the right program for you or not. [/quote] Wow this looks pretty good. I can't believe I haven't heard of it. Going to try it out.
  8. I see "View Latest Content" link is working now. So now I am happy.
  9. Overall, I would like to say that the change is very positive. I like that you can rate individual posts, and that the profiles are more social now. But I would like to note two issues about the new site.. First, I was not able to login with my old password, and had to reset it. Second, the "Recent Forum Posts" feature in the old site was great, and pretty much essential. It allowed to browse very far into the recent post history. Currently the site shows only the last 5 recent posts, and it doesn't even show in which forum they were posted. It would be great if you could browse further into recent post history.
  10. Quote:Original post by radioteeth But as for the GDnet folk, I lub u guys :) I don't think we want to be lubed. [headshake]
  11. The movie was awful. The action during the movie was boring and pointless and I was holding out for a good ending. Nope. The ending was a disappointing and awful setup for the sequel.
  12. Quote:Original post by ChurchSkiz Quote:Original post by Khanstruct Yeah, what it asks for is standard for all Facebook games. Which is why I almost never play games on Facebook... I am gonna have to agree with ChurchSkiz. As far as privacy and security, the Facebook Platform is a FAIL OF EPIC PROPORTIONS. Their security model can pretty much be summarized as this "We will allow app developers to access and store your information. But we ask them really nicely not to look at it, or to sell it." Just to be clear, your information is copied and stored in thousands of different databases operated by thousands of different compaines/developers who have different competence levels in security, privacy, and ethics. Besides, most apps don't even need the information that facebook provides them with. And even if they do, to implement "social" features, that information can easily be hidden behind the facebook API, while still allowing for such features to be implemented. I.E. You don't need access to a users friend list, to allow the user to invite friends.
  13. Quote:Original post by Talroth (The 'interesting' issue with my last employer is that the 'official line' is that I can neither confirm nor deny their existence. The movies gloss over the amount of paperwork that comes with that kind of employment. And also really overstates the hot women and fast cars involved. But at times I do wonder how it would go over in a job interview. "So, you can't tell us who you worked for, where you worked with them, or even for how long, and you can only state that you did 'assorted analysts, creative writing, and office work'?") So you were a CIA intelligence analyst?
  14. Quote:Original post by Oberon_Command City of God +1 for City of God
  15. Quote:Original post by Ravyne That's retarded. I think you misunderstood my solution. Quote: To the extent possible, a bullet is in control of its own behavior, once given an initial state. Its behavior is influenced by certain externalities perhaps, such as wind or structures, which are owned/controlled by the game world, not the player. The game world would most likely be represented by the enclosing state, or its owner. There is no question that the the bullet should be its own class and update its own physical state. Thats a given. The question is about who should keep a reference to the bullet and call its update function. As far as physical effects like collision and wind, the player can pass each bullet to a collision system (which yes was passed as some sort of context to the player) as a physical object and notify the bullet of any collisions when the system updates, so that the bullet can process them on next update. Now that I think about it, it is probably appropriate to pass your bullets to your global entity manager to update the bullets (so that if the player dies they can be updated.) However, I still think the player should keep a reference to all the bullets it creates so that it can manage the maximum amount of bullets used, and reuse bullets that are dead. Quote: beyond their creation the player has no influence over the bullet, just as in real life. That's true for a simple weapon. But what about a weapon that can only have a certain amount of bullets active at a time. Or a weapon where a player can cancel all of his current shots with a right click. Or mines that can be thrown and then detonated remotely. In all of these cases the player needs to keep a reference to the "bullets". What should happen to long living "bullets" (like mines) after a player dies? Should he be able to place an infinite amount of mines in the world, as he keeps spawning? What I am saying is that each specific player (or a weapon) class should be making these decisions, independently of the entity manager. Your entity manager shouldn't know the specific kind of bullets being used. If your entity manager is responsible for updating the bullets, it should see them as nothing but entities, not specific bullets from specific weapons.