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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 Jockel

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  1. mldaalder said you 'may' consider using classes. I would say, you definitely should use classes, even though it might be confusing for a beginner. You also might have a look at the neat tool FindBugs (http://findbugs.sourceforge.net/) which tries to find pitfalls in your java code and points out where problems might occur or simply where you use constructs which are considered to be bad practice.
  2. For the case you didn't solve the problem yet, have a look at http://www.coreservlets.com/Apache-Tomcat-Tutorial/index.html#Java-Home
  3. Don't know, if it fits your needs but have you had a look at http://stratagus.sourceforge.net/ ?
  4. As far as I know it's not possible.
  5. For Win32Asm you should definitely have a look at Iczelions tutorials: http://win32assembly.online.fr/tutorials.html And as an alternative to the MASM32 package (which is pretty good) you might have a look at NASM32: http://quasar.astalavista.ms/nasm32.html
  6. You have to open the JAR-file with an extractor application like Winzip or Rar. Inside is another JAR-file which you have to open again with the extraction-application. Inside of the second JAR is the source.
  7. I've never saw a good (beginner) tutorial about Delphi on the web. I'd recommend to buy a book to get the basics.
  8. Have you tried to run the ant task 'clean' before building? Or running the task 'all' instead of 'compile', which should make a complete build of your application.
  9. 3D Realms released the sources of Duke Nukem 3D, Rise of the Triad and Shadow Warrior under http://www.3drealms.com/downloads.html
  10. Usually I avoid answering questions which imply a "vs." but for J2ME developing I definitely prefer Netbeans over Eclipse. I've used Eclipse for 5 months at work but changed back to Netbeans because the Mobility Pack of Netbeans was much (!) better than the Eclipse plugin. Ok, I have to say, that I stopped using Eclipse in May but I cannot imagine that they improved the plugin that much that it could beat the Mobility Pack today. But as usually: give both a try and decide on your own. As resources: http://www.forum.nokia.com/ http://developer.motorola.com/ http://java.sun.com/javame/index.jsp
  11. Have you already had a look at the documentation? The Java-API is quite good documented: http://java.sun.com/j2se/1.4.2/docs/api/java/lang/Object.html
  12. First link (NetBeans IDE, Mobility Pack and Profiler 5.0 downloads) and there you need "NetBeans IDE 5.0 Installer" and "NetBeans Mobility Pack 5.0 Installer". That's all. (assuming you installed already a java sdk).
  13. You can use Eclipse but for mobile development Netbeans (and its Mobility Pack) is (at the moment) much better than Eclipse.
  14. You could start here: http://java.sun.com/javame/index.jsp
  15. Quote:Original post by someboddy 1) I read in the EclipseME docs that in order to use the javadocs, I need to select each javadoc directories in the libraries configuration of the devices at "Device Management". However, I have no idea with javadoc directory goes for each device(Or maybe I need to set a different one for each jar file?). Can anyone give me a clue? Good luck. I worked for three months with Eclipse and I was not able to figure out, how to solve this problem. For J2ME development Netbeans MobilityPack is way better than Eclipse. Quote:Original post by someboddy 2) What does each device stands for? I guess they are different types cellphones, But which is which? My current guess tells me that: DefaultColorPhone is for cellphones who support color. DefaultGrayPhone is for older monochrome cellphones. QwertyDevice is for orginizer like cellphones with actual keyboard. And I think MediaControlSkin is either for testing purposes(which makes no sense, but that's what the name suggests), or for third generation cellphones. Am I right? Hm, I don't know, never thought about it. I'm just using the DefaultColorPhone for prototype testing and the emulators of the different vendors (Nokia, Motorola, Sony Ericson, Siemens/BenQ) which can be downloaded for free on the vendors websites. Quote:Original post by someboddy 3) Can a newer cellphone use a MIDlet compiled for an older cell phone? You have to consider the MIDP and CLDC versions. If they are equal (or newer) it is supposed that your MIDlet runs on the other device. But keep in mind that other devices have different resolutions, different amount of memory and different processors. If you want to be sure your MIDlet runs on a specific mobile phone, you have to test it on the real device. Quote:Original post by someboddy 4) Can I safely assume that a MIDlet who works on the emulator will work on an actual cellphone? No! Sometimes it even happens, that it's not working in the emulator but on the real device. Quote:Original post by someboddy 5) Does the emulator limit the memory and the cycles per seconds of the MIDlet to mimic a realcell phone? Depending on the emulator. The emulators from Motorola are quite good because the emualtors are just an image of the firmware from the real device. But still it's not granted that your application also works on the real device. Usually MIDlets runs a bit faster in the emulator.