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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.

SimonForsman

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  1.   You don't wait for events with PeekMessage(), you would wait with GetMessage(). The if version won't run any update or rendering logic unless peekmessage returns false so it should work properly. All game and rendering code is inside the else block, it should even be a tiny bit faster since it only has to do the check for VM_QUIT (and not the extra assignment and checks for run like the while version does) It also has the advantage of exiting almost immediately on a VM_QUIT, the while version will run through one update before exiting.
  2. Roughly 542 litres but it is highly dependent on your project so it is impossible to give an exact figure.   If you know how to program (in any language) you can just dive in and learn whatever it is you need for your project as you go along, Lua is not that different from other mainstream programming languages.
  3.   it could be any function that outputs data to stdout (the console / terminal / IDE), a lot of such functions could be implemented as wrappers around printf), normally stdout will be line buffered when it is tied to a terminal (each newline will cause the buffer to be flushed which is a fairly slow operation), if you need to push large amount of text to the console you should flush manually when appropriate (once per frame, between levels, when the app closes, once the buffer is full, or whatever suits your application) if you use c++ you can call std::ios_base::sync_with_stdio(false); and then avoid using std::endl (just throw in \n for linebreaks and flush manuall using std::flush once per frame or something) and for C you can use setvbuf to change the buffer mode on stdout, just make sure you have a big enough buffer for your needs.   If you are using debug builds quite a few third party libraries will push data through stdout or stderr to your IDE, make sure you are using release builds when you are profiling.
  4. From the Unity3d FAQ:
  5.   You probably want something to record and mix sound and music as well. (Audacity is free and probably good enough to start with).   And yes, it can really be quite hard, the biggest challenge for you will most likely be to prevent rampant cheating while still keeping the server side scalable and fast. Doing one of those things is reasonably easy if you know what you are doing, doing both at the same time is extremely difficult, The client side programming of those games is fairly straight forward but you still want some high quality artwork (which is both time consuming and difficult to produce)
  6. Cobol isn't quite dead yet, There are 17 open cobol positions in my city right now, (all at banks and government agencies), devs who are well past retirement age are being paid insane salaries to stick around and employers are prepared to spend months training junior devs in the language. Technology may move quickly but big corporations and governments do not, Zombie technology may not be all that flashy and interesting but once big business critical systems have been built on any platform it becomes very difficult to kill it completely and you can build a great career supporting that crap.
  7. Is it possible you are completely clueless about the meaning of the word 'Islamist', especially in the way it is distinct from Muslim?   What is the distinction? I might be clueless about that myself.   I've known, and have known for years, the difference between Arab (ethnicity from one part of the middle east - as opposed to, for example, Turkish, or Iranian) and Muslim, and so don't mix the two. But what's the difference between Islamist and Muslim?     Islamism (political islam) is a group of political ideologies based on islam, an islamist is a person who subscribes to one such ideology, extreme islamism is what drives organisations such as isis, Iran is somewhere in the middle (islam stands above the democratically elected officials) and on the reasonable end you have islams equivalent of european christian democracy or pretty much any right wing US politician.
  8. the speed of light is roughly 300.000 km/s , the distance between germany and south korea is 8570km which means light would need ~56ms to travel back and forth between client and server if it could do so in a straight line without interruptions (i.e, if the earth was flat and you used lasers instead of cables)
  9. don't move things when you process the events, flag the keys as pressed on key down, unflag on key up.   case SDL_KEYDOWN: key_pressed[...keysym.sym] = 1; break; case SDL_KEYUP: key_pressed[...keysym.sym] = 0; ... gameloop ... dt = Time::GetDeltaTime(); dx = dt * (key_pressed[SDLK_RIGHT] - key_pressed[SDLK_LEFT]) dy = dt * (key_pressed[SDLK_DOWN] - key_pressed[SDLK_UP]) sprite->Move(dx, dy);
  10. post the relevant code. (message loop and getkeydown method)
  11. Yes it is possible. Check here for info about the format you're interested in. https://developer.valvesoftware.com/wiki/Category:File_formats
  12. Take a look at the prices of those simple games, most people will expect and demand much less from a $5 title than they do for a $60+DLC title. When it comes to the rpg maker titles there are quite a few with some rather good writing (which is likely the main reason why some of those games get great reviews, it is an extremely story focused genre afterall), the generic rpg-maker titles tend to get pretty awful reviews on steam.
  13. The Unity web player won't run in chrome either, chrome dropped its old plugin API and its new API is far more restrictive (and supposedly far more secure). Unity does however have an option to export to html5/webgl and you can use the webplayer as a fallback for older browsers.
  14. If this is Java you can just use the built in sort functions. https://docs.oracle.com/javase/6/docs/api/java/util/Collections.html#sort(java.util.List)
  15. Zip based archive formats such as snb are very frequently just renamed zip archives with some requirements on the content, the manual approach will give you all the information you need to replicate the process in code using the java.util.zip library, The manual process was never suggested by anyone as a replacement for the programmatic process, it was recommended as a first step in figuring out the format.