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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.

PurpleAmethyst

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  1. 8 bit wise I'd go for 6502, because it is so simple. There's also modern versions like W65C816S. For more modern go for ARM, and Raspi is a really convenient way to get that. The original ARM designs were inspired by the simplicity of the 6502. Some Z-80 might be a good place to start if your final intention is to learn x86 as they are somewhat historically related architectures. No harm in learning some X86 either. 
  2. LDA #01 STA $0400 LDA #23 STA $0401 LDA #05 STA $0402 LDA #19 STA $0403 LDA #15 STA $0404 LDA #13 STA $0405 LDA #05 STA $0406 RTS  
  3. My current favorite for C/C++ coding is glfw (http://www.glfw.org/). It supports OpenGL > 3.0 out of the box without any complications, unlike SFML or SDL.  I'm also planning on looking at this when I get a chance: http://oglplus.org/
  4. @Daaark - I was just sharing my experience of things, yours is obviously different. My experience has mostly been at the casual end of the market, so file size may be more of an issue. I can't imagine downloading 1GB OTA, and we were packaging for OTA downloads.
  5. I guess I was learning on limited resources too, which probably explains my attitude. I still think wasting space and energy is a bad idea   I doubt a producer, publisher or carrier would tolerate that size of binary - 180MB is pushing it in my experience and usually leads to office arguments. Mobile dev is exactly the reason I have problems with the "Use everything you can!" attitude.  
  6. Programming attitudes like this makes me cringe. I've seen horrid things happen when people take a casual attitude towards using memory and CPU efficiently - It leads to ugly botched code. I could name games but I'd probably get a legal letter.
  7. If file associations are correctly set up I would recommend using OneJar (http://one-jar.sourceforge.net/). I've used this for prototypes. It can even load native libraries such as LWJGL. Other solutions you could use are: Native code compiler to create an executable, such as  Excelsior JET (http://www.excelsior-usa.com/) or GCJ (http://gcc.gnu.org/java/) I think there are tools to wrap a JAR in a Windows PE (EXE) file too. (http://jsmooth.sourceforge.net/index.php) Create a executable that shells out to Java rather than using a batch file.
  8. I would suggest:   Taking it one step at a time. ?Start coding simple games right away. Maybe implement a version of a simple game like hangman - IIRC that is the first game I ever coded on a computer!!! General Computer Science Data Structures and algorithms (This is very important) Object oriented design Linear algebra A few programming languages other than just C++ (eg Python, Java, Lua, JavaScript/ActionScript, Haskell, Ruby)
  9. Colleagues who think that writing their own custom C++ string classes rather than using a well tested library is wise. Missing or misplaced commas and brackets - I have spent half days utterly confused by these stupid mistakes that I made, every coder no matter how experienced has done this at some point.  
  10. I've used Marmalade professionally on projects I've worked on. I think Marmalade is a bit more low level then you're expecting - It will do all the things you want, but it is very much a portability framework and hardware abstraction layer. Marmalade is not a magic bullet either, you will still have portability issues. Android suspend and resume can be an issue with OpenGL, threading was non existent (I think it supports it now) and the Marmalade layer caused sound problems on various devices (Kindle Fire IIRC). Video playback was a bit crap too. There is a good discussion of the pro and cons of Marmalade on Stack Overflow (http://stackoverflow.com/questions/7555134/native-android-ios-development-vs-marmalade-sdk), which pretty much matches my personal experience with Marmalade. Marmalade is a good option if you are an indie and want something that just works without too much messing around. I did some research at the into to cocos2d-x but found it did not suit our purposes at the time. It is a more high level object oriented framework, but I don't really have enough experience to comment on it.
  11. Apologies, I wasn't trying to derail this or make it an issue. I still think I had a valid point. True, people generally don't care who or what you are in programming.
  12. [quote name='Serapth' timestamp='1354636629' post='5007106'] Its amazing that so many programming contributions came from so few people [/quote] Not to burst the balloon or start a row but isn't it amazing that many are middle class, rich, white, straight men?
  13. [quote name='game of thought' timestamp='1354628344' post='5007069'] the reason i chose to learn it is that it is structured, so i can improve my programs structure. [/quote] What do you mean by "structured" here compared to the other languages? Are you talking about enforced semantics and syntax? If so, go with Python.
  14. I think the general consensus is that Pascal died in the early 2000's. I wouldn't necessarily use it to develop new software anymore.