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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 Xpyder

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  1. Its your choice, but as advice its slightly pointless to learn both, especially learning one just to learn the other. As they are so similar in syntax, you will find it harder to learn C++ and then C# than just learning one, as when you learn your second language you have to "unlearn" the other one.
  2. just-code-it.net, my site has a series on using heightmaps in DirectX 9 / C#
  3. You could have a panel structure which "contains" other elements such as buttons, and that would be pretty useful as you could position all of the elements within the panel relatively, then offset them by the position of the panel.
  4. Do you mean have a vertex class which would work in both APIs? Sorry, maybe its because its morning, but your actual question wasnt that clear
  5. Yeah, and even then the Platform SDK isnt the easiest of things to locate the right version, download and install...
  6. Why dont you post the code? That way we have a better chance of finding out the problem
  7. If you're feeling confident enough, you should try a few basic windows / GUI-based programs. These are harder as they use classes, and startup code etc, and you will have to learn the ins and outs of API calls, but they are more interesting, and will give you good experience. Hope that helps
  8. Which version of it are you using? There are a few: Express Standard Professional Enterprise architect etc, but I dont bother looking at those because...price range
  9. Compilers are build into the IDE's hit F7, i think in Visual C++, and F9 in Dev
  10. In fairness, I think that on a computer games / graphics course they would teach you all of the syntax of whatever language you are using, and it is much easier to learn that + basic windows stuff than 3D graphics. So, if you want to be a games developer, take that course as its something you will find very, very hard to get into without formal education
  11. 1)smart phone - a phone which accepts memory cards etc 2)Nokia N-Gage platform - a phone / games console device developed by nokia 3)Full scale game consol - a full sized (not hand held) console 4)Nintendo Gameboy advance - type of games console 5)LCD game - liquid crystal display, a type of screen. Game may mean a game developed for that sort of screen 6)Gameboy consol - come on man- a gameboy - type of games console (series) 7) WAP-game - WAP is a type of internet mainly used by consoles i think 8) SMS-based game - SMS as in text (via mobile phones) 9)WAP-browser - type of browser used to surf the net on handheld devices ( i think)
  12. I've made a text editor before so I may be able to help you if you describe to me what you wanted more. MSN: jamespraveen@aol.com
  13. .RAW is the smallest format to fit as they have little to no header information, just storing the actual pixel values. They are used for large terrains, although you can even have a 64x64 RAW file loaded into a 256x256 terrain to save space if absolutely necessary ( 1 for every 4 vertices)
  14. Check out just-code-it.net, there is a series of tutorials on heightmapping / terrain there
  15. I know that the Splinter Cell multiplayer map maker uses an unrealEd interface..so maybe its possible