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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.


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About Azh321

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  1. I have had fun floating point issues too: [url="http://stackoverflow.com/questions/10303762/0-0-0-0-0"]http://stackoverflow.com/questions/10303762/0-0-0-0-0[/url]
  2. Ha those were two separate comments. Yes, Act 4 Inferno is THAT bad. It is impossible! Normal, Nightmare, and Hell were all easy mode but then Inferno came along...
  3. It gave me CTS Pretty fun game but after I hit Act 4 Inferno, I quit.
  4. I am well aware of how Kickstarter works, I have had both a failed project and a successful project on it. I don't back projects without an in-depth break down of how the money will be used, as suggested in Kickstarter's own FAQ for starting a campaign. Which is why I asked, why that amount?
  5. Wow, why are you guys asking for so much??
  6. On top of what everyone said, without a doubt take a graduate course in Neural Networks.
  7. I will pay you to use your engine. Yes, please.
  8. I was going to use it for a BASIC dialect I made a while back but I couldn't figure it out and the documentation wasn't of much help. :/ I might have to relook at it since you claim that it is so easy to use!
  9. Let us try the demo! Source would be cool too, I have been itching to make the jump from 2d to 3d ;)
  10. Magic within this, there is. Confused, I am.
  11. I like the look of the declarations without parentheses but I dont like how you are differentiating variable definitions and function calls. Not much of a comment but I figured I would give my opinion on the [i]look.[/i] Im looking forward to R12!
  12. ++
  13. I check gamedev like 5 times a day waiting for your next journal entry... EDIT: That came off a bit stalkerish. Hmmm. Anyways, recently I have fell in love with Python generators and C# lambda expressions, what is your opinion on such features in a language? Would Epoch ever support something like that or is just syntactic sugar that doesn't provide anything new?
  14. On a side note, could you elaborate on how the VM works and give more information on the instruction set? It would come in handy for a personal project of mine that im working on at the moment. I cant even tell how a conditional statement works by looking at the assembly, POOL_STR if?
  15. By the way, I just grabbed Release 11 and couldnt find a way to compile/run the code through Era. So instead I fired up EpochTools in the command line with the command, "/compile blah.epoch out.easm" and it said "Output: out.easm" but the file was no where to be found. I looked around and finally did a search and the only file that popped up was in my user\appdata\local\virtualstore... Is that functionality just broken?