• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

450 Neutral

About alexmoura

  • Rank
  1. ftp under windows 7 command prompt. I'm pretty sure I'm doing it with the proper case, and the forum password.
  2. I can't seem to ftp in with my gdnet credentials. Any ideas?
  3. The super in the foot should probably be a bit darker - it's somewhat ineligeble right now. Other than that, pretty good :)
  4. Cool - also, very nice snow in Big white.
  5. So in the text they happily compare inhaled versions and ingested versions of Diethylene Glycol, and assume they have the same effect? Your lungs have different behaviors than your stomach - I can see this requiring studies to be allowed.
  6. Quote:Original post by PooPooGamer Quote:Original post by djcityscapes I like the name poopoogamer. However you may question my judgment when you see the next game I'm working on: "Steaming Pile of Crap". Really, you'll see how the name fits when you play it. Cityscapes...my amigo...judging by your latest game name I think we were destined to work together! :) If your project needs music, don't hesitate to ask moi. And Churchskiz, thank you very much for your input. Cheers People. -Reid www.poopoogamer.com reid@poopoogamer.com This reminds me, does anyone know if HTML5 includes <sarcasm> tags? I think they really are needed.
  7. Quote:Original post by Zipster Those are definitely some nice pictures. And my, you sure kept them at their native resolution, didn't you [grin] Don't want to deprive anyone, now do I? :) (Does anyone still have 14.4?)
  8. The Do while cycle (which I guess is in method "Bewegen"?) shouldn't be a cycle - what happens is that while you're in the cycle moving and drawing the new positions, you're not allowing your application thread to go and actually do the work under the covers to update the display. Or process new input. Usually you'll use the timer to update the position and cause a drawing to occur. (as an aside, you may want to handle the onpaint event, and put your drawing code there, and just call refresh() after you update the positions. But I think it'll work if you just call the code you have inside the do while cycle from your timer)
  9. Weather turned nice earlier than usual [Edited by - alexmoura on May 14, 2010 6:44:24 PM]
  10. two options that I see here - one, keep an angle and a radius on the objects, increase the angle over time and use sin and cos to determine x and y. Alternatively, you can do a more physical simulation, give them a speed and accelerate them towards the center. will be difficult to get it tuned up properly.
  11. A suggestion - on the lookaround, instead of just rotating the camera around a fixed point, make it so that is rotates around a point below and behind the camera - it might make it look more natural, being closer to how we move our eyes around our neck. (details: it should rotate horizontally around a vertical axis behind the camera, and tilt up/down around an axis placed below and behind the camera.)
  12. That doesn't sound like a bad request to me - I don't know what it's technical feasibility or cost would be, I don't work there. Since you're interviewing with the group, if you get hired, you can probably do the suggestion in person. If I had to guess, I think they're going to say that they'll probably use the time to work on new features, but you never know. In any case, you can also try to send it to Major Nelson. If he reads it, and likes it, he'll probably forward it to someone who can make it happen.
  13. Without knowing what kind of information you're planning on sending, it's hard to point how/where to send it to. This site is a big entry point for feedback on products, if that helps And good luck with your interview.
  14. One more thing: http://msdn.microsoft.com/en-us/default.aspx Has links to vb and C#, and under those there are multiple help docs to start learning either language.
  15. Opinions follow - C# also has its share of design decisions that come from it's alignment with C/C++, Java - Frankly, I've worked with both, and I find myself a lot less annoyed with VB .Net that C#. (I abhor case sensitivity. I also like having clues as to which end of a code block exactly am I looking at.) In any case, if you don't have an existing familiarity with either, pick whichever one you like. VB has a couple of disadvantages in my mind: 1st, despite Microsoft's statements to the contrary, most people do seem to think like Ravyne, even within Microsoft - so from a resume point of view, C# might look better. Second, the only situation I know of where VB does seem left behind by Microsoft is with XNA, which since you're posting on gamedev might be in your crosshairs. It is still possible to use VB, but only by jumping through some hoops. All of that said, though, I do think that VB has the better editor experience, and is a fine language to use to learn how to program. It is also quite easy to jump between VB and C#, since they have allmost full feature parity.