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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.

Name_Unknown

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  1. 1!<?3n U% y0! h347 ]h4? ! g0? ?0 <4y! !'[ 14 y437< 0ld a'd ! ]a'? ?o [4k3 ?3h g4]3s! ! <%3'd 411 [y d4y h4cki'' o' ]y c0de f07 ]y '3x? ki11e7 4w3s0[3 M]0! !'] g3??!'g d0{' on ?3h] <hi>>13s h4ck!' !? U% y0' 411 0u? ]4d 1!<?e'!' ?0 ?3h g4n<?4h T4%'> ?o ]4k3 i? 3v3' <0 m0' b4d [(h017 0f h0? g4]3-d3v'' b4b3s] !] 4 g4]3-d3v' [4''4b3 .. 0h ~34h! !<4id I'] 4 g4m3-d3v' [4''4b3 .. u]]--h]]! !<4id 74?-4-?4? ?4?! ?4-?4-?4?! oh y34h! !] 4 (47]4(K {4''4b3!...0h y43h! h]], h]] h]]! f07 1 ]4ki'' ?3h g4]3< 1 g0? l37' ?3h b3 ]34' b3 (7us1' 4'd %1m%'' <?@1!'' 0' ?he !'?70'3? <(3'3 1 (4' (0u'? 4 ]!11!o' %0l~'< 1' ]~ B<% 4'd 1 c4' d!<<3c? T3H g#*-d@*# !<0<c13<.. 1 b3 g!m%'' ' %!]%!' 0' ?3H %h0?0sh0% h0'!'' m~ sk!11s <]^7f'' 0' ?3h 3ds ]4x ]4k3 !?'' ?3h i11s ]4ki'g ?3h ]0s? k!1137 i' g4]3 m0d3l 4'd <h!? <0%ah-f*#(*i'-b4d 4<< g0? ?h3 <hz'i?l <?~l3<... ~0u )4'? ?0^)h me %1?)h! .. 1'm g0''4 b3 <u%4h-71(h! ... ~0u (4'? ?0^(h m3 %1?(h! .. 1'm %im%'' ?3h c0de 0' my ]M0! .. %34(3 0U? ~0!
  2. I've been a real jerk lately, I apologize to the game dev community. I'm pretty much over with game dev and moving on to (hopefully) greener pastures. I wish you all the best of luck in your projects.
  3. Quote:Original post by T1Oracle Quote:Original post by OluseyiThey're not really "funny ha-ha"; a lot of their humor stems from "damn, that's wrong!"-type response to the outrageous, or sheepish realization that the outrageous proto-character we are laughing at... is us. So... in other words, you have no sense of humor. [lol] j/k There's a book these smurfs read probably "How to be Smart for Dummies" or something like that. When someone tries to intellectualize stand-up comedy all I can say is "LOSER". If you don't like the joke, don't go see the comic you f*$(*#@ smurf retard. DOH. Idjut.
  4. Quote:Original post by crimson fury Is there anything similar (besides CoreWars or writing full-blown self-replicating viruses in assembler)? Yeah it's called Lisp. The most self-mutatable language around. And this is my pi daily messages per-day so I must be done.
  5. Oh this seems to happen to me, when I tell jokes they think I'm serious and when I am serious they think I am telling jokes. Or maybe they just think I'm an asshole? Well I am an asshole but that is besides the point. No I'm not. Yes I am.
  6. I find it kind of interesting you are preaching christianity and your nickname is Jerubaal, Which are you god or satan? That occultic thinking is the reason the world is all screwed up my friend, people mistake ethics as some kind of get-saved-quick thing and they are forgiven ever on to be a total asshole to everyone as they like and they are 'saved' so they don't have to worry about actually having ethics. Oh forgive me, you fu*#@ twat!
  7. Quote:Original post by Drazgal Quote:Original post by Ravuya They also have a secret underground race of mole people, whom they exploit for cheap labour. Three Dead trolls In a Baggie lied to me! They said it was Bill Gates wqho had his mole man army :D Yeah but I have pappa smurf lives in my Back yeard and me and Brainy work tugethor to make SUPER ROBOTS to take over the werld and Bill Gates moles just can't stop my gtroovyness and I'm like Super Disco too and all that and when I was 10 I invented MORPG and it was liek SWELL and I said SUPER and like Brainy Smurf than told me about secret of ... ut I forgot what taht meatn now I just do it with Girly smurf sometimes it's kinda cool too.
  8. Quote:Original post by Thermodynamics [google] Tha'ts like a rael swell idear, he will click on the farst link to habib's stock and trade in some rat infested shit hole in nigeria who will gladly offer him dibs on oil and gold and whatever else if he sends the money first!
  9. Quote:Original post by thegame Quote:Original post by Name_Unknown who is dependent on a toy making software company's software to develop and a toy operating system which stole it's ideas directly from the BSD lite kernel anyways? BSD(s) have a monolithic kernel. Windows 2000/XP (I guess that is what you are alluding to) are based on hybrid kernels. Kernel Yeah of course. They ripped off the TCP/IP from BSD and the micro kernel design from Mach. Just an analogy, of course!
  10. Quote:Original post by Lucidquiet Yeah, I could write one, but why, I suppose. I would rather spend my time doing something else...but oh well. I get this vague feeling that the sever lack of documentation in C programs also translates into all *nix documentation being a kind of obscura. Could be me. L- There are oodles of documents for Unix. My documents are overflowing man! Really, learn your distro. You can start with devbook. It's the Gnome projects help format. There are tools like c2html and perl2html, but they translate entire source code so how useful it is too you is questionable. what you probably want is doxygen. You can use bash to walk the directories and generate the files. Or better to use Perl and forget about bash scripts. But if all you want is to walk some files in a directory, you can do it with bash quickly for FILE in *.c; do [html document conversion]; done; It's a very simple script, bash rather sucks though and gets annoying very fast.
  11. I'd create the most perfect MS-DOS emulator, and play Doom on it all day. I would win big, and everybody would love me too.
  12. Quote:Original post by alnite Quote:Original post by Name_Unknown Personally I find Emacs provides almost all the same things, but it requires more understanding of your tools than Visual Studio so it's harder and people don't like it. I once had to tell my professor how to set #include directories in Visual Studio because he didn't have a clue how. He had knowledge in emacs but he was using Visual Studio. Who knows his tools better, me or him? Use what you are convenient at. Arguing which tool is better is like an argument between a caveman and a gunman. That's different. Microsoft's studio is bloated with millions of little menus and dialogs.
  13. Quote:Original post by Oluseyi Quote:Original post by Name_Unknown Ask most people around here about Makefiles, how to use the linker, compiler options, etc and they don't have a clue. They depend on Visual Studio to do it for them. That's not good, a developer should understand there tools and how to use them from the command line as well. Why? And while we're making unfounded and unsubstantiated broad assertions, anyone who inserts manual line breaks into the textarea when posting a GDNet thread either because they don't or can't understand free flowing text wraparound is a moron. No offense. It's just an analogy. No offense taken, why would I be offended by a retard who can't use make? who doesn't know how to use their compiler or linker on the command line? who is dependent on a toy making software company's software to develop and a toy operating system which stole it's ideas directly from the BSD lite kernel anyways? no offense it's just an analogy.
  14. I have to agree with him on some things. Visual Studio is a crutch. It's a really useful crutch, but it's a crutch. It's purposes are to integrate all the tools you need into one easy to use environment. That's not a bad thing though. But there isn't anything about Visual Studio that is really essential to developing. And, it promotes what I consider real laziness, and dependence on the environment to solve problems rather than yourself. Ask most people around here about Makefiles, how to use the linker, compiler options, etc and they don't have a clue. They depend on Visual Studio to do it for them. That's not good, a developer should understand there tools and how to use them from the command line as well. Personally I find Emacs provides almost all the same things, but it requires more understanding of your tools than Visual Studio so it's harder and people don't like it. I do find it fails at various things but what it does fail at, there are tools around to fill in the places. So yes, I think VS promotes a lazy mind rot, but it is a productive environment. And managers like that kind of thing, so that is what will be used in industry.
  15. Quote:Original post by ApochPiQ I was thinking earlier today about how annoying it is that compilers (most notably, both Visual C++ and GCC) seem to be very stupid and brute-force in the way they handle preprocessor changes. Specifically, I'm constantly running into some situation where I want to #define or #undef some particular preprocessor flag. This flag usually affects two or three files tops in the entire code base, but for whatever reason has to be defined either at the project level or in some widely shared header. As a human, I can look at this, know that only two files using foo.h care about whether or not I have #defined QUUX, and figure out that only those files and no other dependents of foo.h need to be recompiled. All I should have to do is recompile the files affected by QUUX, and then relink the other modules to compensate for the change in the code size in the affected modules. So if I can do this, why can't my compilers? Compilers do lots of things that I'm not smart enough to figure out, so why are we missing this one? This is why they created Make and Makefiles.