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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 Haytil

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  1. http://www.gamedev.net/page/resources/_/technical/game-programming/how-do-i-make-games-a-path-to-game-development-r892   When I was in college, one of the most important projects I ever did was a Tetris, in the vein of a project above.  It was completely self-directed (not for a class or anything), and took me a few weeks/months.  It was the kind of thing I could work on when I had some down-time - or needed to distract myself from schoolwork for a few hours, while still doing something productive.   It wasn't so much a coding challenge as it was a challenge to create, perfect, and integrate every part (every piece of artwork, music, high score list, demo mode, etc.).  The end result wasn't a 3D game or even a complicated sidescroller, but it had so much polish, that I'm as proud of it as anything I've ever done.   A completely finished, polished game like that - no matter how simplistic - will not only teach you more, it'll be more impressive to people who matter than any half-completed, unpolished 3D shooter or other, more complicated game.   Challenge yourself to at least take yourself to the "Pac-Man" stage of the above article (as a student, your studies should be your top priority, so I think a finshed, polished sidescroller might be too much).  Complete all the graphics.  Integrate music and sound effects.  Add a demo/attract mode.  A high score list.  An intro cinematic.  A credits scroll.
  2. I'm the sure the answer is probably "No," but is there a way to run part of my code in release mode and part of it in debug mode?   I've written a numerical simulation that currently loads a lot of Monte Carlo data, and then performs calculations on that data.  I need to step through the calculation portion with a debugger.   The problem is that the bug only shows itself with using large portions of Monte Carlo data.  Running through the data loading in release mode is blazingly fast, even with large amounts of data.  But doing it in debug mode is extremely slow (about 10 minutes of waiting).  Is there a way to run the data loading code in release mode (with release code), but then hit a breakpoint in the data calculation portion and step through that code in dits debug version (not release code, which doesn't work correctly when stepping through with the debugger)?   I'm using MSVC 2013 and C++.   Thanks!
  3. If you're serious about programming games for a living, then using Game Maker would be a waste of time that is much better spent learning to code. I get the feeling you're relatively young. That gives you a lot of freedom and free time that you won't have later - take advantage of it now, while you can, to learn harder skills - like coding. BTW, if you end up deciding (for whatever reason) not to go into game-making, then being able to code will help you a lot more than being able to use Game Maker.
  4. This is an ancient question, with a very good answer: http://www.gamedev.net/page/resources/_/technical/game-programming/how-do-i-make-games-a-path-to-game-development-r892 -Tetris -Breakout -Pacman -Mario In that order, for very good reasons. It's going to be a lot harder than you might expect, and when you're done, you'll be ready to do any 2D game you want - or ready to step into 3D development. Don't move on from one until you're completely done with the one before, including polish. You'll learn a LOT from polish, and you'll have something you can be VERY proud of (and can include in a portfolio). That's worth a lot.
  5. Sounds like you're interested in implementing a sweep test? If so, check out this article: http://www.gamasutra.com/view/feature/131790/simple_intersection_tests_for_games.php
  6. Better watch out, if you don't deliver on those kickstarter rewards, someone might start a viral campaign against you!
  7. The soundtracks to "Sim City 3000" and "Sim City 4" are fantastic for coding. Upbeat enough to keep things lively, but not distracting. I also find Trent Reznor's soundtrack for "The Social Network" can be pretty good. Some of it is upbeat, other tracks are a bit darker or more subdued, making for nice variation.
  8. This should have told you everything you needed to know. Why are you so focused on an "online school?" Unless you're working two jobs and raising kids, and therefore have no other option, you should be looking at something physical. A community college will teach you a lot more than an "online school." Barring an actual university or college, you're better off just getting a non-gaming job and using your free time to teach yourself programming and start your own project. If game programming is what you really want to do, then you'll be motivated enough to finish - and in 2 years, you'll have learned far more than an "online school" will teach you, and will also have a completed project with a LOT more credibility for employers to see.
  9. It will make them slower to read.
  10. You need to learn how to program. Get a book and start working through the exercises.
  11. BASIC    No   Self-taught   Self-taught   Not specifically that language, no.     Text editor, early Windows environment.
  12.   It sounds like you have serious issues then, if upon realizing that you can get away with doing something unintended, you suddenly find yourself constantly thinking about doing it.   You can probably get away with planning and robbing your neighbor in "under a few days' worth of time", and you'll probably come out with a lot more money/valuables.  But I hope, now that you know you can do it and get away with it, you're not suddenly thinking about the "what-ifs" in the back of your mind all of the time.   I don't think most people seem to have the same problems with compulsiveness that you are having...     Yes, when you buy something - when you give someone MONEY for an item - you are entitled to do what you want with that item. That's part of the act of OWNERSHIP. And when you sell something, you give up your rights to do what you want with that item - you are no longer entitled to it. This is part of the definition of entitlement and ownership and is a standard part of all commerce. It's something you need to accept if you ever intend on selling anything. Just like this: I might not like race tracks, so I don't wany any of my cars to be driven on race tracks. But once I sell you my car, I no longer have the right to tell you "You can't use this on a race track." You are now entitled to do what you want with that car, including driving it on race tracks, because you bought it and you now own it.   This is not a game, this is a message board discussion. When speaking the same language, you need to abide by the commonly-held definitions, otherwise no one is going to understand what you mean.   No, there's nothing vague about them. They're very easily defined. A FPS is a game that uses the first-person viewer and allows the user to carry and shoot guns. "First-person shooter." An MMO is a game that allows a large number of players to play in the same game environment simultaneously over the internet. "Massively-multiplayer on-line."   And that is why you are having problems communicating with the rest of us. "Cheating" is a very-well defined word. You keep using that word, but it does not mean what you think it means.   Well almost everyone here seems to think you're wrong so, yes, it sounds like you DO need to explain why modifying the rules or status is considered cheating. Because we all think it does not, and we shouldn't just take it on faith just because you said so. You should also open your mind to the possibility that you may be wrong.     Yes, but not because it's "cheating." Mostly because it potentially introduces instability in the programm either resulting in crashes or unintended consequences due to the code running in such a way that was not initially foreseen or intended by the designer.
  13. The author maintains a forum on his company's website, there's a thread with information on getting the CD contents straight from him:   http://www.xgamestation.com/forums/viewtopic.php?f=29&t=6829
  14.   You are getting way too far ahead of yourself here.  Unity is an engine.  You don't even know how to program - so picking an engine is many steps down the road.  You need to learn how to program first.   This is what you need to do:   -Go to a bookstore -Go to the programming section -Pick a book that teaches a language and buy it. -Read through that book, doing ALL of the exercises and projects in the book.  Don't keep reading past an exercise until you've completed that exercise.   For the most part, it doesn't matter which language you learn.  Personally, I think C++ would be best, but C#, Java, Python....it doesn't really matter, because once you've taught yourself one language and learned it well, it's incredibly easy to pick up any other language you want.   So go to your bookstore and look through the books and pick your language based on what BOOK you like best.  Which book is available that will fit your learning and reading style the best?  Go with that one.   You're going to be learning programming for several weeks, probably several months.
  15.   What does this mean? Are you just reading the book, or are you actually doing all of the exercises and projects as you move along through those 400 pages? Because if you're just reading, then you're doing it wrong.  You're not going to learn it and you're not going to stay motivated.