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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 DavidWolfire

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  1. Here is a video I made deconstructing the art assets of Aquaria -- it's not my game but might help you understand how modern 2D levels are constructed.
  2. Yeah, high-pass filter does exactly what OP is looking for -- preserving high frequency details while removing low-frequency color variations. Here is how it looks if you combine the high-pass details with the average color of the original texture:     Tiled four times:  
  3. Unity

    Scripting tends to give more direct and analog control, while animations are easier to deal with for complex motions (like a walk cycle or martial arts move). Airplane motions are simple and analog, so I would use scripting. You could set it up to have a hierarchy like:   Plane - fuselage - rudder pivot (empty) -- rudder - elevator left pivot (empty) -- elevator left - elevator right pivot (empty) -- elevator right   And then you can just alter the rotation of the pivot objects as needed. It would also probably be possible to do it with animations by setting an additive blend layer for each movement, and combining them as needed, but I'm not as familiar with the workflow for that in Unity.
  4. I found it helpful to try to relate every class to game development somehow, to make them more interesting. In the case of art history, that is not even a stretch! It is useful for picking an art style for a game, or at least being literate enough to work with artists effectively, and generally helps build awareness of the context in which players live their lives. A lot of visually distinctive games get their look from picking unusual art styles that you might learn about in art history, like Braid, Bioshock, Okami, Journey, and Incredipede.   Since you have no choice in the matter, you might as well make the best of it, and to do that you need to find something in the class that can hold your interest. Otherwise it really is a waste of time and money!
  5. If you call delete(ptr[5]), it is telling the OS that you no longer need the memory pointed to by ptr[5]. However! delete() will not re-initialize that memory for you. You can think of it like a sand castle -- when you call new(), you draw a square on the beach to mark off the area you will use for your castle. Inside the square, the sand starts out in some random state, all lumpy with footprints from everyone else walking all over the beach. Then you use a constructor or initializer to shape the memory, forming your sand castle. Since you have your lines drawn in the sand, everyone else avoids your sand castle, and only you are allowed to touch it.   When you call delete(), you erase the lines in the sand. Your sand castle is still there, and you can still point to it, but it is no longer marked as off limits for others. Eventually people will start walking through it and claiming that sand for themselves, and moving pieces of your castle around to make their own. You can still point to the spot your castle used to be at, but your castle may or may not still be there -- it could also contain bits and pieces of random castles created by other people.   In this metaphor, your question would be "How do I make my sand castle perfectly flat when I'm done with it?" You could do that using something like memset(ptr[5], 0xDD, sizeof(MyClass)), to overwrite all the memory used by MyClass to 0xDD, so that you can more easily detect if something is trying to access freed memory. This is a fairly advanced memory debugging technique though, which is only really useful if you are trying to track down a memory corruption error. Otherwise, re-initializing memory when deleting a pointer is a waste of developer and execution time.   You should also be aware that nobody else is re-initializing their memory when they free it, so whenever you block off some memory with malloc() or new(), it will start out in a random state -- it will not be nicely zeroed like you might expect. If you call int* test = new int, then *test will usually not equal zero. It will probably be some strange number, like -842150451, because that's what it was set to when some other function or program freed it.