• 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.

trojanman

Members
  • Content count

    249
  • Joined

  • Last visited

Community Reputation

394 Neutral

About trojanman

  • Rank
    Member
  1. tl;dr All kidding aside, a fantastic article. Really well written and makes great arguments on an incredibly inflammatory subject.
  2. tl;dr All kidding aside, a fantastic article. Really well written and makes great arguments on an increadily inflammatory subject.
  3. Quote:Original post by jpetrie Places that "expect" overtime, that include them as part of the requirements, are poorly managed. That doesn't mean they are not successful or popular, only that they have the inertia and control over their workforce that it's hard for them to be challenged. Or they they simply haven't been challenged to do something different. The presence of successful studios that manage 40-hour weeks is an indication that is possible. It is, quite frankly, complete and utter bullshit for our industry to be considering itself so important, to view our release dates as so absolutely critical that we have to push our employees so hard. We're not saving lives or curing cancer, here, we're making video games. Let's get some perspective. It is not required, not everywhere. It is endemic, perhaps, but the only way it will ever be corrected is if we are willing to stand up for ourselves and say -- in interviews, for example -- that we will not accept unreasonable, obligatory, uncompensated overtime. I feel sorry for you. Quoted for truth and emphasis.
  4. I'll throw my additional 17 into the pot once those run out...
  5. A good answer is something along the lines of "I am open to any competitive offers". This will usually throw the ball back into the employers court and get you away from saying hard numbers unless they press the issue more. As have been mentioned previously, if it gets that far than do some research before hand and be prepared. Talking specific salary ranges can be good or bad. Good because you know what you want and you can say how much you think you are worth. Bad because it can either knock you out right away because you are asking for too much or even worse you can undervalue you're worth and the employer isn't going to argue because they could have offered more.
  6. Do you have the J2ME SDK installed? if so, it lives here: <location>/WTK2.5.2/docs/api/midp/index.html
  7. Quote:Original post by Lode Hey, this show with this mouse with big round black ears, what's it called again? Mighty Mouse, obviously.
  8. Quote:Original post by pinacolada Quote:Original post by cache_hit By the way, never use variables whose first characters are underscores. Why not? Preceding underscores are reserved by the implementation. To quote the C++ Standard: Section 17.4.3.1 of the C++ standard reserves any name which contains two consecutive underscores, which begins with an underscore followed by an uppercase letter or begins with an underscore and is in the global namespace. [Edited by - trojanman on August 6, 2009 6:14:24 PM]
  9. Quote:Original post by programmermattc Obviously someone hasn't read the Requirements on most game development jobs. Yup, requires a beard. College graduate? Who cares. Beard? You're in. Score. I'm in. [grin] If only that were really true. I'd totally have another job.
  10. The fastest inaccurate sin/cos calculation is going to be a lookup table. You can create a static array that you populate once (on application load for example) and then use that for all of your math calculations.
  11. Unfortunately the differences between the traditional mobile gaming platform (see J2ME based since you've specifically mentioned Android and Eclipse) and the iPhone is pretty vast. J2ME does not run on the iPhone and if you are looking for a single 'engine' for all your platforms, you simply aren't going to find it unless you build one youself (and this is a nearly impossible, daunting task). As Matt_D said, for the iPhone however you can take a look at Unity, SiO2, and there is also the Oolong Engine, created by our very own Wolf. For traditional mobile, OpenGLES is not supported. In terms of J2ME, you have a couple of options for 3D; Hi-Corp Mascot Capsule and JSR184. I am not aware of any off the shelf 3D engines for either.
  12. Some more source code, and perhaps what error you are seeing would certainly help. As godsenddeath said, you are likely not dealing with the std namespace correctly.
  13. Indeed. The mobile space is still as fragmented as it always has been. It doesn't look to get any better any time soon. There are a couple ways to handle code organization. The cleanest way, which means a little bit more front end development is to build an abstraction layer to whichever generic platform you are delivering to. For the case of most mobile phones, android, blackberry, etc. the base code will be written in java and the underlying abstraction layer could hide the relevant details of the platform. The same works well for all native platforms, i.e. BREW, Symbian, WinCE, and I suppose OS-X Mobile (though if this is iPhone/iPod touch you'll probably want something fairly separate). The abstraction layer would create a nice public interface to make the game in and under the hood the relevant details of each platform are taken care of.
  14. I'm curious as this seems a bit odd. Is the course in Kentucky? An online web course? Do attendees have to book travel to attend the course? Is it a US thing only? I'd say you need a lot more information here. Especially to justify the cost of 2k which, if I recall correctly, is more than the product itself costs to license. Also, do you expect them to have a particular version of this already purchased since Unity itself isn't free?
  15. Quote:Original post by BeanDog Quote:Original post by LessBread The Most Frequent Cause of Divorce 1.) Financial "Till debt do you part", right? It's certainly been one of the root causes of most divorces I've seen. A disagreement over money can ruin any relationship. That's why one of my primary rules of money is to never expect a friend to repay a debt--you'll lose your money, your friend, or (more likely) both. In a marriage, though, it's much more complicated. You likely have shared bank accounts and other assets, and both spouses feel entitled to use those assets to some degree or another. Without very open and frequent communication about money, it's a recipe for catastrophe and divorce. Amen to that. With many friends and relationships the money tends to equal itself out. A lunch here, dinner there, drinks sometime else it always tends to even out. Also, its been a common policy for my wife and I to regularly discuss finances, especially when they get difficult.