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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. While true, I would stay away from multiple inheritance. Entity based frameworks provide a solid architecture through componentization without having to deal with this language specific feature. Multiple inheritance is highly discouraged in general.
  2. Great job Gaiiden. I've been along for about 10 years now, such an awesome community. I still remember an april fools where this site was changed to a dolphin sex site lOL
  3. I hope this helps! http://www.lighthouse3d.com/opengl/billboarding/
  4. Hi Nick,   What you are looking for is something called "Billboards". If the 3D camera moves, the sprites will always face the camera, always displaying the image. Games like Ragnarok Online do this. Normally what you do is just draw a quad and transform it so it's always facing the camera.  I'd link a tutorial but it really depends on what technology you are using for the iPhone app. Is it cocos3d? Unity? OpenGL?   Try looking for
  5. Hi Puyover,   In my opinion, componentization has been a very good architecture design decision for games as it provides a lot of reusability as well as elegance. In games, try to prefer components over inheritance. I'll leave this references here:   http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ http://www.richardlord.net/blog/what-is-an-entity-framework http://www.richardlord.net/blog/why-use-an-entity-framework   Hope this helps!
  6. Hi lucky,   I know what you asked has probably already been answered, but looking at your design based on inheritance, I feel there's a need to at least tell you about architectural decisions in a game engine. As your game grows and you need to keep on adding functions and different classes over the inheritance system, things start to mess up. You need to copy some code from one class to another that does not directly correlate via inheritance.   Some bibliography: http://cmpmedia.vo.llnwd.net/o1/vault/gdccanada09/slides/marcinchadyGDCCanada.ppt http://www.learn-cocos2d.com/2010/06/prefer-composition-inheritance/ http://gamearchitect.net/2008/06/01/an-anatomy-of-despair-aggregation-over-inheritance/   Hope this sheds some light if not for this, for future projects. Andy
  7. Heya Cdranding,   I implemented a 3d tile system on Unity, creating the maps procedurally for the GGJ. What i ended up using was A* on top of the matrix that represented the map, and on unity just use the character motor to move the units within from tile to tile.   What I would've liked was to actually autogenerate a navmesh on the created tiled map, so that the units could move through corridors and edges in a seemingly smarter manner, as well as move in straight lines from one place to another, diagonally. I couldn't get this to work though, since apparently Unity doesn't support seting another navmesh on existing actors   Good luck!
  8. Nice to see you again Crono! Been a long time since we worked together on that Blitz project! Thanks for the release on this stuff.     Is the new MMO toolkit based on Unity or is it entirely written from scratch?   Spanish: Que bueno verlo que sigue por aca! Los links de teleport vi que ya no existian, y buscando cronodragon por todo lado no encontre info nueva! Pense que habias dejado la escena hace mucho! Good to see you!
  9. OpenGL

    A fragment shader would be cool, but i think iPhone does not support shaders at the moment :S AverageJoe, do u mean that i create a mask in photoshop and then render this map with some kind of blending function on ogl? What do u mean?
  10. Hi all. I am creating a 2D game on OGL ES for iPhone. I want the player to be able to customize his character's color (For example, his character is a dog. He could change his main color to brown, white, etc). Now, lets suppose this is the image of my dog (thanks google images): http://dogs.thefuntimesguide.com/images/free/puppy-dog-face.jpg As you can see, he has different shades of brown, and some parts of the image which will not be colored/tinted (tongue, eyes, teeth, black outline). What is the best way to do this coloring? Is there a way could define a grayscale image (texture?) and add color to this? Ive searched on google, and found this: http://stackoverflow.com/questions/662440/palette-animation-in-opengl "Currently I am doing it with 2 textures: white texture under the other texture, translated the specific pixel color into transparent, then I change white texture color with glColor3f() function to what ever I want, and I see the "palet animation" on that specific color." This seems to be kinda what i want, but will the glColor color the gray's accordingly? I dont have too much experience with OGL, so any help or guidance will be greatly appreciated! :)
  11. Thank you very much! I currently made the crappy layer subdivision solution, but this is in fact what i was looking for! I was going the wrong way with glClipPlane :( Thanks again man!
  12. Hey guys, long time no post. I've been doing a game in 2D using ogl for some time. I am kinda new to opengl but i manage. I am kinda stuck though when trying to make some kind of clipping to the thngs i am drawing. I have an image of a television. When i turn it on on my game, i want it to render the game inside the television (so basically, i want a the scene to be rendered only on this rectangular region, and any part of the scene outside this television will not be drawn). I could fake this by separating the tv into layers, one at the front (frame) then back, and then draw the scene in between. Thing is, i dont want to do this. Is it possible to set like a clip or something similar in open gl? Thanks in advance!
  13. Quote:Original post by rip-off Quote:Original post by skullfire What platform? If its not a limited one (like gba, or something like taht), stick with strings. Easier to handle and less of a hassle. Then again, if you are using a lot of libraries to use your strings (and they require char arrays), consider using char*. Have you been introduced to std::string::c_str()? @ Antonym Use std::string unless you can give an excellent reason not to. The alternative is lots of manual memory management, or fixed size strings. Quote: why do people use char* instead of char[] I mean I sort of know how it works but why is the former method prefered? The two are quite different. char [] is used in a local function or type to create a fixed size array. char * is used to point to a dynamically sized array, an array that must outlive its function or when passing any array to a function. You cannot actually pass an array to a function by value, you can only pass by reference or decay to pointer. Quote: I've been working with directX and it always uses char*. You will find that many (maybe even the vast majority of) APIs use raw char arrays because it places the fewest demands on calling code. In particular, C APIs don't have a choice. Of course... i meant that if you are using full char array libraries, it might be more efficient just using plain char arrays instead of calling c_str function all the time. :)
  14. What platform? If its not a limited one (like gba, or something like taht), stick with strings. Easier to handle and less of a hassle. Then again, if you are using a lot of libraries to use your strings (and they require char arrays), consider using char*.
  15. Screw people with crappy graphics cards :D Speaking seriously though, I would like to see the difference of this kind of text versus the crappy bitmap font one (both on the same UI for example). I suppose saying "screw it" is good enough if the rest of the features of the game you are developing will only run ok on decent graphic cards, otherwise you should probably stick with support :P