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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. Ya, I guess spotlight would be the best way to describe it.   Something similiar to the flashlight effect in say Slenderman or any other of the horror-survial-at-night genre of games.
  2. This is not for a game persay, just tweaking the code found in the book. I was trying to change it so that the light used in the example is more focues like a flashlight beam. I don't have access to the code used in the chapter at the moment, but can post it as soon as practicle.   The code is 3D as the author has created a camera system and is demonstarting the use of lighting by having a light follow the movement of the camera.
  3. Hi all   I have finished reading the XNA Game Studio 2nd Edition and, having read the chapter covering lighting systems, I am having trouble figuring out how to create a "basic" flashlight in XNA 3.1 (though I am currently reading Learning XNA 4.0) right now.    I have tried tweaking the code and have been able to make the light used in the chapter example bright and dimmer, but haven't been able to dim the ambient light nor been able to "focus" the light into a beam shape.   I am currently coding using XNA 4.0 and VC# 2010.   Thanks for helping this old gamer/programmer!    
  4. You state it is a game about control a group of kids who manipulate the neighbourhood socially, economicially or by force. What else can I surmise from a statement like that, that the game doesn't involving bullying or intimidation of some form or another??
  5. In an time where bullying is not and should not be tolerated I think a game with these themes is going to send the wrong message to today's youth. How about a game where you instead control a group of kids who go around and stop others from doing these sorts of activities by helping others? Just my thoughts
  6. Hi all I would like to know how I can load a .cfg file and then thru software make changes and save them into the .cfg file? For example, I am trying to write an app that will load a game's cfg file and then using various check boxes and such, make changes to the cfg file and save them. I am using Visual C# 2008 Express. thanks
  7. I have this book and I bought it reading good reviews. I think it is very good but would like to know if the solutions to the chapter exercises are available for download? I have downloaded the source code from www.xnachinchilla.com, but haven't found the download to the exercises. Thanks for any help Don
  8. I am willing to work on a website devoted to XNA games for Windows. I think that this is an idea who's time has come. Creators is a great resource, if you are making a game for the XBox 360, as that seems to be its main focus. The forums are very good, but I think they lost out by not being able to share XNA games for Windows.
  9. I am 44 years old and have been game programming off and on since the early DX 7 days. I can realistically say that I won't be getting a position in a game company at my age anytime soon, other that a beta tester. I enjoy making games mostly for myself, as a hobby and to learn new techniques. I feel that as long as you are having fun and are learning new things, then it doesn't matter your age. Game companies, I think, look at the quality of work and not the age of the coder.
  10. thanks everyone for all the great replies
  11. Hi all I am considering working on a flight sim and wonder how some flight sims seem to get the sensation of speed over terrain right, whereas others don't? Is it the fault of the rendering engine being poorly coded, or does it depend on the size/quality of the textures used to render the ground? thanks all
  12. Welcome to the Dark Side young Padawan! Seriously, welcome and I too have recently made the switch from C++ to C# and XNA. I am currently working on port of a C++ console dungeon crawl into XNA Good Luck and Good Coding!
  13. I did find a few hits when I did exactly what you suggested, to google C# file i/o. I am not sure if that was one of the links I found though. I will check it out for sure. As for the printing that the level was loaded before it actually was, ya in hindsight I guess that was kinda misleading. I wrote the C++ console version quite a while ago, and was did it as a learning exercise, so the coding method is probably less than professional I'll admit Wyrframe, the map size is a constant, they are always going to be 26x46.
  14. Hi, Sorry for not posting more info. Here are the answers to your questions: 1)The mapfile I am working with is 26x46 and is stored as an ascii text file. 2) It is comprised of 1's and 0's at the moment, whereby 1 represents a wall and 0 walkable space. 3)I know the dimensions of the maze, it is based on the mapfile size. 4) I am unfamiliar with the terms NxM and NxN. 5) I don't have to figure out how big the mapfile is when loaded. 6) The mapfile doesn't have any header info. 7) I am having trouble with C# file I/O in regards to reading the mapfile and storing the 1's and 0's within into the array. I am rewriting the code for C#, as I wrote it originally in C++ as a console game. The map loading part of the C++ code basically loaded the text file and I used two nested "For" loops to store the information into a 2D array. I just need some help on how do code the same in C#. Here is the code snippet from the C++ version: void load_level(char* szLevelName) { cout << "Loading Level " << LevelCount << " ... " << endl; Sleep(1000); cout << "Maze Ready" << endl; // read in the map file ifstream fin(szLevelName); for (int y=0;y<MazeHeight;y++) { for (int x=0;x<MazeWidth;x++) { fin >> Maze[x][y]; } } }
  15. Hi all I am coding a simple 2D maze dungeon game and have a test map level stored as a .txt file. I would like some help on how to load the 1's and 0's in the file into a 2 dimensional array called Maze I am using Visual C# and the XNA framework to code the game. Thanks