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      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.

BeanNeophyte

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  1. I'm doing a project at university where I should figure out how to develop games for consoles. I already did some research, but didn't find a free tool to make games, besides openXDK which has the limitation that the created games are only running on modified XBOX'es. Do you have any expierience to share with me according free tools (or at least cheap ones) for console-development. It doesn't matter what type of console it is for because at this point I'm free to choose the targeted system I want to develop for.
  2. Thanks alot Gorax :) Quote:Original post by Gorax You could also modify it a little so that it uses a binary 'or'ing based upon the direction (for example, left=1, right=2, up=4, down=8), that way you can overwrite parts using different directions to make the gestures a little more complex. That also came to my mind when I wrote the article. I will write a more advanced one including things like that and maybe some sort of learning-module to adjust the error-tolerance for the user. I will probably translate it into English too, but be warned, my English is not the best :)
  3. I agree to anything already said. I just want to add, if you have not at quiet place at home and you feel quite safe about the part of the language you've learned, go outside for a quiet place in the nature and programm on paper. Later you can come back and check if what you did actually is compile-able. That will prevent you from a try-and-error strategy in programming. A quiet place and/or fresh air could be helpful, and you can get inspiration from your surrounding. Plus you won't get as pale as most coders get :)
  4. Again a tutorial from me www.gamelib.de/artikel/gesten.html This time I translated the comments on the sourcecode into English :)
  5. I also tried google just for fun, and are surprised that someone could understand the translation. Seems like the automatic translation has been improved, and it's ... poetic ... too :D
  6. Thanks Rob, that's one of the reasons I'm doing this :)
  7. Wouldn't be this a great exercise? Learning about SDL AND a foreign language :D
  8. Depends how the structure of your level is done. If you make it tile-based you can make a map inside a 2-dimensional array, like array = {{1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,1}, {1,0,2,0,0,0,0,0,1}, {1,0,0,0,0,0,3,0,1}, {1,1,1,1,1,1,1,1,1}} You build your map by iterating through the array. loop y to height loop x to width if map[x][y] is 1 then build wall Map the actual screen position to the position of the player in the map. x position of player in the map = x coordinate on screen / size of one tile y position of player in the map = y .... Here is the actual collision detection. move right if x and y position of player + one tile is 1 don't move if x and y position of player + one tile is 2 burn if x and y position of player + one tile is 3 get wet move left .... If you use more than one type of obstacle, then simply other digits into the array, for example 2 is fire, 3 is water and all those objects. I hope I could help
  9. Hi there, I wrote a little tutorial for gamelib.de on Programming Games and SDL. The link is www.gamelib.de/artikel/sdl.html . It's only in German language but you can also download the source code and the graphics if you click on the link marked with "hier herunterladen". I hope some will find it useful.
  10. So one way of philosophy would be bad-gaming. You just HAVE to shoot zombies UNTIL you ask "why"? :) This would be a completely new way of philosophy called overfed-ism :D
  11. Quote: On a non sarcastic note, it would be a nice change. You can only shoot so many zombies before wondering "why?". Isn't this already philosophy? (I'm just asking to confuse your small world a little more ;) )
  12. In my expierience most companies want someone who can work self-responsible, fast, task-orientated and is able to find problems and suggestions on his own. If you will work on large projects you should be able to manage smaller teams or at least have good communication skills. You should also have the ability to gather new information and skills on your own. A good understanding of marketing and buisness processes is also often required . The qualification should be at least 2 well known programming languages and also a good understanding of common software-engineering techniques. It's also important for them that you have a well handling of standard software in the specialized field you will work (Compilers, System-tools and managment tools like CVS). It's also very useful to have good writing skills for documenting your work. Hmm .... I think that's all at the moment :)
  13. After the E3 passing away, I saw several interesting games, which come to such a level of realism (in terms of telling a story), that I wonder if these new technologies will be used to transport something meaningfull in the way of plays of Shakespeare or Music of Mozart. Will in future games be a transport of philosophical or educational value? I think it would be great opportunity to take the immense power of involving people in a narrative expierience and combine it with an interesting philosophical question. Film missed to evolve in that direction, except very few movies, which are mostly already based on literature which transported that message. What's your opinion? Will games become a just a industry-product, or will also exist a certain amount of computer games as form of a new interesting kind of art?
  14. Quote:Original post by undo Gothic 1 & 2 are the best games I ever played. They had a very good story and that is what I expect from a good game. I totally agree to that, I can't wait for the third part. Also Sid Meiers Civilization for the reason of being educative and worth playing it million times again.