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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 posted this question on stack overflow and got an answer that was somewhat satisfactory. But the answer wasn't very in depth. I attempted to get the ViewModel solution to work, but it was met with an error. Essentially I have a model object like so... public class Entry{ public User Author { get; set; } } ...where the User property "Author" should be represented as a drop down of users only when editing the Entry item. I have been able to get the dropdown to appear when using the ViewModel pattern, but the reverse process doesn't seem to happen because MVC can't turn the string value into a User object. This is obvious to me, because the object isn't stored in the HTML, but I feel as though I am missing a crucial step. If the ViewModel attempts to abstract the back-and-forth code necessary to represent the User collection as a dropdown, that is fine albeit a little unnecessary. I had previously thought the ViewModel pattern was used for cases like this and allowed for somewhat of an automagic way of editing composite types with complex child properties. My ViewModel has essentially been the following: public class EntryViewModel{ public EntryViewModel(){ Users = new SelectList( /* fill with users from EDM */ ); } public Entry Entry { get; set; } public SelectList Users { get; set; } }
  2. Quote:Original post by CDProp Oh, ok. Is that pretty much what you would do in this situation? Just have a team-wide standard that relative paths must match? That is what I do and it has been working well so far. I have my framework project that outputs some DLLs. I then have a PowerShell script that copies the necessary files out to project folders in a subfolder labeled "Libraries" and then by platform (x86, x64, Zune, Xbox 360). One question I have is why are A and B relying on different versions of a library (X) that is under development. I can understand the scenario in terms of a third party library that hasn't changed or has introduced breaking changes. Here A may be a maintained legacy app where as B is a new app that utilizes the new code. But if you were developing A and B at the same time as X, then why are they using different versions?
  3. I am working on a stroke shader to try and get a thin line around the edge of a rendered image. The problem is that the stroke "falloff" isn't working. It seems to be either on or off rather than a measure of any distance (for example distance from the edge). I have been modifying a shader I found on the web for edge detection. Ideally I would like a shader that has a gradient falloff as well as the ability to do a thin stroke. I seem to be able to do neither. So far I have controlled the stroke thickness with the Offset, but it only works up to a certain point. I am also using the shader to do stencil tests. uniform extern texture ColorTexture; uniform extern texture StencilTexture; uniform extern float Offset = 1.0 / 1024.0; sampler2D ColorSampler = sampler_state { Texture = (ColorTexture); MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; }; sampler2D StencilSampler = sampler_state { Texture = (StencilTexture); MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; }; float GetEdge(float2 texCoord: TEXCOORD) : COLOR { // Sample neighbor pixels float s00 = tex2D(StencilSampler, texCoord + float2(-Offset, -Offset)).r; float s01 = tex2D(StencilSampler, texCoord + float2( 0, -Offset)).r; float s02 = tex2D(StencilSampler, texCoord + float2( Offset, -Offset)).r; float s10 = tex2D(StencilSampler, texCoord + float2(-Offset, 0)).r; float s12 = tex2D(StencilSampler, texCoord + float2( Offset, 0)).r; float s20 = tex2D(StencilSampler, texCoord + float2(-Offset, Offset)).r; float s21 = tex2D(StencilSampler, texCoord + float2( 0, Offset)).r; float s22 = tex2D(StencilSampler, texCoord + float2( Offset, Offset)).r; float scale = 0.125; // Sobel filter in X direction float sobelX = s00 + scale * s10 + s20 - s02 - scale * s12 - s22; // Sobel filter in Y direction float sobelY = s00 + scale * s01 + s02 - s20 - scale * s21 - s22; float edgeSqr = sqrt(sobelX * sobelX + sobelY * sobelY); //return edgeSqr; } float4 StencilPS(float2 TexCoords : TEXCOORD0) : COLOR0 { float4 FinalColor; float2 samp = TexCoords; FinalColor = tex2D(ColorSampler, samp); FinalColor.a = tex2D(StencilSampler, samp).r; float Edge = GetEdge(TexCoords); if(Edge > 0.0) FinalColor = float4(0, 0, 0, Edge / 4); return FinalColor; } technique Stencil { pass P0 { PixelShader = compile ps_2_0 StencilPS(); } } Here are the results...
  4. XNA can mean any of a few things. XNA is all of Microsoft's game and graphics division, including the XNA Framework and DirectX. The XNA Framework is one thing you can use to develop games for Windows, Zune and/or the 360. To use XNA FX, visit http://creators.xna.com which will tell you how to get the 3.0 beta. Roughly you will need XNA, Visual C# 2008 (Express or Standard+) and .NET.
  5. OpenGL

    XNA has a lot more than just rendering since it also ties into the Xbox Live core including gamer profiles, Live networking, etc.
  6. Thanks for the name change! :D
  7. Awesome work man!
  8. Well, I found out that when using a label it creates a span in the html which is illegal since it contains divs. So I went another route. I now have a div in the master file with a runat="server" tag so I can set the inner html from the code.
  9. I have the following setup... Master.master: - content stuff BasePage : Page - Label, ID=MainLabel - Code that does MainLabel.Text = "..." <%@ Page Language="C#" MasterPageFile="~/Master.Master" AutoEventWireup="true" CodeBehind="ContentPage.aspx.cs" Inherits="FocusedGames.ContentPage" Title="Untitled Page" %> <asp:Content ID="Content1" ContentPlaceHolderID="HeadContent" runat="server"> </asp:Content> <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <asp:Label ID="MainLabel" runat="server" Text="Hello" /> </asp:Content> <asp:Content ID="Content3" ContentPlaceHolderID="MainColumn" runat="server"> </asp:Content> ChildPage : BasePage <%@ Page Language="C#" MasterPageFile="~/Master.Master" AutoEventWireup="true" CodeBehind="Blog.aspx.cs" Inherits="FocusedGames.Blog" Title="Focused Games - Blog" %> If I go to BasePage.aspx, everything works as expected. However, whenever I goto ChildPage.aspx, it throws a null reference on MainLabel.
  10. I don't really see the necessity of 10k drives. They are loud and expensive. I rather buy a reliable low cost solution and wait for SSD drives to come down in price. Thanks for the help fellas. I went with a Q6600 and 4gb of DDR2 800. I simply couldn't find the E8400 anywhere.
  11. Ok, but it seems that DDR2 doesn't go to 1333, unless I am misunderstanding the naming scheme. So does that mean to get 1333mhz I need to goto DDR3? Edit... Like this motherboard here which says it supports 1600mhz/1333mhz but also states it wants DDR2 1200...
  12. I have posted similar questions in different places and have gotten equally confusing results. Some say that you have to match the FSB with your RAM's MHZ rating and some say you don't. I have no idea who to believe anymore, hopefully someone can bring some closure to this issue for me. Here is what I posted on AnandTech... "I am looking to build an E8400 based desktop (if I can find one for sale anywhere!) but am having trouble understanding a lot of the randomly named motherboards and RAM. For instance, when a motherboard reads DDR2 1200 standard, does that mean it requires DDR2 1200? Also, the E8400 states a 1333mhz FSB but after sifting through some threads on this site it seems that most people go with DDR2 800, even on motherboards that read DDR2 1066/1200 standard. So is it okay to go with DDR2 800?" So with a 1333 FSB cpu like the E8400 do I need 1333mhz rated RAM? Thanks!
  13. System.IO.File.Exists(path) will work for the first one. You can also use methods in System.IO.Path like System.IO.Path.GetDirectory(). You can also get the extension that way. To find out if the file is a plain text file, you would probably have to look at the header or something. Look more into the System.IO.File type, it may have what you need.
  14. I want to be able to open a file in an application and then be able to open further files from the OS into that instance of the application. I can get the process that is running and make sure that only one instance runs, but am having trouble sending it the file to open. I am using WinForms, but can use the .net 3.5 stuff.