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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 joelmartinez

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  1. Hey all ... wanted to get some feedback on some work I've been doing on a javascript-based 2d engine. It's a "port" of the regular FlatRedBall engine, which is based on XNA/MonoGame in C#. I wanted to be able to write games for the web, but wanted to do so in a way that didn't require any plugins whatsoever, and I wanted to do so in JavaScript ... so FRB.js was born :)   It's open source (MIT Licensed) on GitHub: https://github.com/joelmartinez/flatredball-js   You can see some samples here: http://joelmartinez.github.io/flatredball-js/#emitter http://joelmartinez.github.io/flatredball-js/#rain http://joelmartinez.github.io/flatredball-js/#tiles   And I've written some documentation here: https://github.com/joelmartinez/flatredball-js/wiki   I'd love to get some thoughts on the engine, the design of the API, ease (or otherwise) of use, the samples, etc.   Thanks!   note: I know it doesn't likely work in IE ... the perils of working on a mac :) But it should work in the other major browsers.
  2. Nice! That was pretty fun. I'd love to see more :)
  3. Now, to convert 600 lines of game engine code to use the new inheritance scheme. That’s what I get for procrastinating on that :P
  4. Hey all ... I'm a gdnet forumer from way back. Was working in the industry for a bit, then took a detour in the finance industry for the $. Although I released a few indie titles while out there, I've moved away from finance and am now starting to get back into game development (on the side, for now).    Just wanted to say hi and start getting re-acquainted with the community :)
  5. Currently, writing Live networking code on windows requires an active XNA Creator's club membership. It's mainly used to have an additional machine to test multiplayer sessions with an xbox game that you would be developing. However, the games for windows live APIs are not present in the XNA redistributable so you cannot distribute a game using those APIs. As for free multiplayer games for windows, you are free to use raw sockets via the System.Net namespace. There are also other libraries such as Lidgren that others have put out. Lots of options actually :-)
  6. There's a platformer starter kit at the XNA website: http://forums.xna.com
  7. whoa, talk about information overload :-D just to throw my two cents in ... I suggest starting out with XNA Game Studio express. There are a number of resources available on the XNA site that should do fine to get you started. All this other stuff about 3ds max and exporters will come in time when you start learning about the asset to game workflow/pipeline. But for now, just keep it simple and use free assets that are readily available from a number of places. http://creators.xna.com/ edit: specifically, http://creators.xna.com/Education/GettingStarted.aspx
  8. If you're using the effect framework, I imagine this would be pretty trivial to do in HLSL ... just apply a shader that inverts the uv coords (ie. samples .25 instead of .75) Aside from that, may I suggest migrating to XNA? :-P
  9. XNA does not currently have a beta product out. If there was, you'd find info about it here: http://msdn.com/xna
  10. The answer is to profile your code. Especially if you can come up with multiple algorithms to do the same thing, then you can compare the results and draw your own conclusions for your own scenario
  11. just in case someone hadn't seen it ... the first challenge of the DBP competition is on. Making a mod with the spacewar starter kit. Prizes == Ca$h Money
  12. Quote:Original post by double O seven So you can ultimately format your XNA games to run on a 360 right? But could you make a 360 title with Game Studio Express that could have potential market value? Just wondering. By having the creator's club subscription, you can write games that run on the xbox 360. The current licensing terms for XNA Game Studio Express are such that you can write commercial games and sell them for the windows platform. But xbox 360 games are strictly non-commercial at the moment. They are working on a community/sharing component ... while there are no concrete details out in the public, I think they've hinted at enabling commercial opportunities for indies. Does that mean you cannot consider XNA at all right now if you have commercial aspirations for the xbox260? sort of ... once XNA Game Studio Professional ships (which has been suggested to be in Spring '07), you will be able to use that to develop a full fledged xbox game ... assuming you are a registered XBox developer. there's nothing stopping you from creating a game and getting it up and running on the xbox360, then courting a publisher with a working product which already runs on the target platform.
  13. Wow ... the 360 is so much better than my crappy little laptop ;-) I finally got around to getting a clubsub. It was so easy to set up ... it's unbelievable to me that a development environment can be sooo intuitive.
  14. Just to chime in here ... dynamic sql is only a problem if you're embedding the where clause values directly into the string. SQL Server will cache the execution plan for dynamic sql queries -- as long as the SQL string remains the same. So if you use parameterized queries, you get the performance benefits of sprocs, and the dynami ... sism of dynamic sql :-) In addition to the multiple recordset capabilities, I'd suggest doing some data caching where applicable.