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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. someClass:doSomething() is the same as calling someClass.doSomething(someClass) The : just passes the table as the first parameter to the function, which is useful for doing an object-oriented style of programming.
  2. I have 11 distinct games in my Steam list, which are either Valve games or indie games like Braid, Aquaria, WoG or Darwinia. The other 7 things listed there are add-ons/episodes or SDKs. I would buy more AAA games through Steam, but it's still cheaper for CDWOW to mail me a game box to Australia from the other side of the world, rather than pay the price the publishers set for a download.
  3. I started with the dream of making games, but after going the indie route for a bit I realised that I don't actually like the games industry. I'm much happier making games as a hobby. Right now I'm a research assistant at a university, and I'm really enjoying the environment. I also get to play with more interesting things than I normally would in a business-oriented company. As for which path to take, I've only ever been interested in programming, so I've never needed to chose between that and something like a music. I would say you need to dedicate yourself to one thing to be truly successful at it, and only you can say which one you really have the drive for... although I would say you'd need to do something extra special to achieve 'rock star' status. Programming is a great tool, and it can be applied to many different fields. 4 years is not a long time in the grand scheme of things.
  4. I like XML because you can find an importer and exporter for almost every language. If I create an XML file in .NET, I know I can easily read it again from a PHP script. File parsers are extremely boring to write and maintain. Also, I would consider XML as a mostly-human readable format, because (properly named) elements and attributes are somewhat self documenting. In an ideal world all file formats would come with proper documentation, but in reality that doesn't happen. You can also tweak files with a text editor without having to write an entire editor.
  5. Although MD and MDd requires you to package the Visual C++ runtime with your application, it's a better option than statically linking with MT or MTd. A statically linked runtime in each executable and DLL results in a lot of duplication, and you will have problems when you try to pass things between them, like FILE*s. To get rid of those warnings, your best bet is to download the source for SDL (and its associated dependencies) and build them yourself with a consistent set of build options (and consistent compiler). MD for the release build, and MDd for the debug build. It's easier if the debug versions of a library have some form of postfix like '_debug' so you know what you're linking against. It may seem like a lot of effort at first, but once you get used to it it will save you many headaches in the future :) Don't add a library to the ignore list unless you really have to. It's more of a hack for libraries which you don't have the source code for.
  6. You can find a free ActionScript compiler in the Flex 3 SDK. I would recommend the FlashDevelop IDE to get you started a lot faster. However I've only used Flash for simple image and SVG graphics, so I'm not aware of any free apps on the same level as Adobe's commercial software for fancy scripted animation.
  7. All parsing of the file needs to be done in it's own thread (likely started using ThreadPool.QueueUserWorkItem), but remember that all Windows Forms calls need to be done in the application's main thread. If you need to update a progress bar, call Control.Invoke or Control.BeginInvoke on that bar from the file processing thread. You'll probably also want to use Invoke to update your Form after the loading finishes.
  8. I would assume that it's redundant. The first thing 'is' would need to do is get the type of x, and this would involve a null check.
  9. Valve's survey is great for the gamer segment of the market, but you might also like to check out the Unity Web Player stats for something that might be closer to the indie market.
  10. What does your motherboard support? I would check the manual, since it may not support anything over 400, or it may be forced to run slower under certain conditions.
  11. Quote:Original post by Brain me Rendering as fast as possible at a fixed update rate is pointless. If you render a scene and nothing has changed since the last scene, what's the point of re-rendering? As I said, you render interpolated positions and rotations between updates. Everything looks very smooth, but the stable simulation with a fixed time-step makes things much easier.
  12. The solution to your problem is making sure that the game physics and logic are updated at a fixed rate (like 30 or 60 fps), independent from the rendering which will happen as fast as possible. When rendering faster than the game is updating, you usually update one frame ahead and then render the interpolated positions between the previous and next frames. I don't have a favourite article about this, but I think this one might explain things in more detail.
  13. Why are two passes not an option? You would either need a *lot* of rendering or some very old graphics cards for this to be an issue with an RTS.
  14. I've gone with wxWidgets in the past, because I see no point in learning any library that I couldn't potentially use in a commercial (closed-source) product. Now it's definitely a good thing that Qt is LGPL, but I kinda feel like it's too late for me. All my GUI work is now either in WinForms, or else implemented using a scripting language in a game. I never want to go back to doing GUIs in C++.
  15. The problem with userVal*3.14/(userVal*666), is that it the same as (userVal/userVal)*(3.14/666), which is just 3.14/666. Unless userVal is 0, which means you'll cause a divide-by-zero and get NaN back. Also 'formula' is only an unsigned int, so the floating point part of that expression will be discarded and you'll just get 0 every time.