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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. The closest thing I've seen for design software is articy:draft (http://store.steampowered.com/app/230780), but it doesn't really help create a GDD per-se (and it's $99USD.)
  2. Based on your code, Dave Hunt's solution is actually much simpler - you just need to swap ElapsedGameTime out for TotalGameTime. I have a "delay timer" class set up in my library, so counting up or down was my first thought.
  3. ElapsedGameTime measures time between frames, so this isn't going to work how you want. I'm not at my PC, so I can't post a sample, but you're going to want to use ElapsedGameTime to either count up or down.
  4. As I stated in other topics, Spriter Pro alone is worth the bundle. Sprite Lamp is pretty good too (note that it is not the pro version.) Most of tbe assets are RPGMaker-esque.
  5. Just want to say that Spriter Pro alone is worth the $12 and Sprite Lamp Hobbyist seems pretty good too (bought it yesterday, but I haven't tried it.)
  6. When speaking of Windows 8, there are 2 groups: Windows Store apps and desktop apps. The desktop portion of MonoGame is pretty solid, I can't really speak for the Windows Store side. I do know that it "works" in that you can develop and deploy games to the store. I can also state that they have a great bunch working on it, but it's open source, so the best route for bugs is to fork it, fix it, and put in a pull request.
  7. This came about as an optimisation - less memory, less work, and players normally don't notice. i take it on a case by case basis. For example, my currwnt project uses paperdolling to generate characters and creating left and right versions is time consuming, so I flip. However, this is done in the animation file itself, so, in cases that flipping doesn't work, I can create both versions. For example, shirts with text on them and such. Also, as Lactose! pointed out, I would definately look into ways to automate parts of your process.
  8. The difficult part here is that everything we say is going to be our personal preference. Personally, your example doesn't make any sense to me. With what you have, I'd have used: SomeType GetSomething { get; private set; }  SomeType is obviously nullable, so I don't see any reason for the extra code.   Also, at first glance, I would read your property as "normally this returns null, but under certain conditions it may return a value" (which may be where "misleading" came from.) I would use the format that SimonForsman used.   This statement makes absolutely no sense to me. If someone is able to misinterpret a block of code like that, then they really shouldn't be working on it. Either way, it leads back to my statement and the reason that I would use the format that SimonForsman used.   In the end I understand the "misleading" note, but not for the reason you say that he stated.
  9. Content.mgcb is the content project. You should be able to open it by double clicking. If not, right click, select open with and add the Pipeline tool (should be in c:\Program Files (x86)\MSBuild\MonoGame\Tools) and then open it with that.   Once you are in the pipeline tool, select your Content entry in the top left and then select References in the property grid. Depending on which specific version you have, you may have to type the whole path to your DLL (older versions) or you can just select it (newer versions.) Note that you also need to add any non-standard references before you add your DLL. For example, a library named Graphics.Content that has a reference to Graphics will need to add a reference to the Graphics DLL first and then the Graphics.Content DLL.
  10. OEM licenses will not let you transfer the license to a different machine. Retail licenses let you move your copy from one machine to another. This is generally enforced when you try to register your copy, as an OEM key will already be flagged as in use with a particular hardware setup and therefore the server will deny your authorization request if the hardware differs.(I do not know if Win10 will use such a license for the upgrade, just stating it as one way they might justify the free cost) Ah, I didn't realise that. What really constitues OEM then? I've always bought "OEM" from Newegg and never had a problem installing it on different PCs (at different times; for example one of my 7 copies was "OEM" and I used it on my PC and then installed it on a friends PC when I bought 8.) As an aside, since tone doesn't show in text, this is a serious question - I've been buying "OEM", but it seems I may be wrong. If this is more of a Server thing, then my only install experience is with SBS. Thanks!
  11.   My understanding is thus: They have a huge piracy problem and to try to resolve it, they're giving it away for free for the first year. If you own Windows 7 or 8 (whether "genuine or non-genuine"), you will get the notification and be able to upgrade to 10 for free. (An example source: http://www.pcworld.com/article/2898668/windows-10-will-be-a-free-upgrade-for-software-pirates-too.html.)   In regards to the OEM-like upgrade, I'm not sure what you mean. Most store-bought PC's come with the key sticker (not sure about 7/8, but in their case you can get it from the System screen.) My bet would be that if you have the key for your original OS and the key for your free copy of Windows 10 upgrade that you would be able to install and upgrade (though, it wouldn't surprise me for it to be as you stated.) I've personally never run into a situation where I couldn't transfer a copy of Windows to a different PC (I have several keys from laptops/desktops that customers have donated to me after I've built them a new computer and they bought a newer OS and I've been able to install those on other computers/VMs.)   I'm excited for it. I love 8 and from what I've seen they've taken the best parts of 7 and the best parts of 8 and put them together.
  12. https://github.com/endjin/Templify That's what I use for exactly this.
  13. Are you using server scripts in some way to iterate your game, or plan to? I'd like to know if anyone is actually doing it.   This is basically the idea I have in the works for my game. The design is very difficulty-centric and the feedback I've received is basically it's hard to get going and then once you do it becomes too easy. Releasing lots of updates to try and adjust is simply too much of a pain, so I'm designing a configuration system that will download from a server.   The only things that I would note: 1. If your game is playable offline in anyway, make sure to cache the configuration locally. 2. You may want to give some sort of notice that things have changed (I plan on having a Configuration Version on the title screen.)