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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. I think you should use a language/framework or an engine that you have interest in using for bigger projects. A smaller project like the matching game will be a chance for you to get used to the ins and outs of the language/framework or engine without dealing with too many complex programming problems. Then your next project can be more technically challenging, hopefully with fewer challenges related to the framework or engine.
  2. I don't happen to have a Windows Phone available to download and give the game a try but I would if I could.   What made you decided to go Windows Phone? I think it's cool to see the platform getting any love it can get, but I am curious if you're open to sharing.
  3.   When I read that part, I immediately thought of Indie Game: The Movie (http://www.imdb.com/title/tt1942884/). I think it offers some cool and emotional insight into a few indie game developers' psyche. Seeing how much they saw themselves and their own vulnerabilities in the game was something I didn't see coming. It was an enjoyable watch. It's on Netflix for streaming if you happen to have that.
  4. I'd like to re-ask what dejaime asked, have you tried to open a file that's in the same folder as your application? That would let us know that the code written does what you want it to do (once it successfully gets the image).
  5.   Since I only found out about this like earlier this year, I'm always eager to share it...   Gmail "ignores" periods in an email address, so if your email address is foobar@gmail.com, you could give a particular survey or website (Daz in this case) an email address like fooba.r@gmail.com (since Gmail "ignores" periods, this is delivered to your foobar@gmail.com account) and then setup a filter to throw messages sent to that address in the trash or if you want to keep them and potentially review them later, you could add a label to them (label named 'Daz' here) and set the emails to skip the inbox.   Then you could go under that tag and review the emails or nuke them all or whatever you feel is appropriate.   Just a nice tip for throwing together a quick burner email address.
  6.   The Steam hardware & Software Survey looks to be showing about 35% of players using 1080p or higher resolutions. So while the technical capability is there, it looks like a pretty decent sized majority of PC gamers are also failing to experience the games at HD resolutions.   http://store.steampowered.com/hwsurvey/ While certainly not scientific, it's probably about the best stash of info on PC gamers as a whole...   Also, an Ars Technica article about the apparent 720p and 900p resolutions that the XBox One and PS4 are running BF4 at, respectively. http://arstechnica.com/gaming/2013/10/op-ed-why-im-not-too-worked-up-about-the-next-gen-console-resolution-wars/
  7. Well, except maybe BlackBerry OS as a gaming platform...
  8. I'll throw out a different kind of challenge for you. Estimate what'll be required for this game before you start. Then you can look back when you're done and see how close you were.   For example, estimate the amount of times each "major module" will take. Like you did earlier in the thread, estimate how many sprites will be needed. And other estimates like that (# of sound effects, time to write dialogue, etc). Then have those estimates set aside somewhere (blog, Word or Google doc, notebook, whatever) so when you finish a module, you can note how long it took in that same place. when done with the game, you can look back at your estimates and how close they were for the whole project.
  9. This outlines the usual process of setting up and testing an iPhone app on a real device: http://mobiforge.com/developing/story/deploying-iphone-apps-real-devices. You haven't said specifically, but it sounds like you're not on a Mac and I'm not sure at all how your process goes without being on a Mac. I'm 99.9% certain that a Mac needs to be in the process somewhere, whether it be a Mac you're on, being able to remotely connect to a Mac, or using a service that gives access to a Mac in the cloud.
  10. You wanna throw your code up online somewhere? Or at least some code fragments related to the movement?
  11. Is there a particular reason that you need to be a "game programming course?" It seems like with your schedule, something like a good YouTube playlist or another place with very on-demand teaching would be idea. I don't have any particular ones to recommend but maybe those extra options will help someone else point you to a good resource.