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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.

a_insomniac

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About a_insomniac

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  1. I love your attitude. Awesome story. Good luck man. You're already successful. You have my admiration for sure....everyone makes mistakes....well those who are actually trying to get ahead :)
  2. I love what you're doing. It takes a lot of dedication and determination to stick with it.  I also had to laugh at the whole running nose, teeth growing bit. I have two small kids, both have been sick, and one is teething. It causes me to have to wait until the wee hours of the night to get anything done :) Good luck and I hope its not the flu for you!
  3. Excellent. Welcome to Journal Land. I look forward to reading about your progress :)
  4. Overall, dipping my toe into the Android waters has been a unique experience in comparison to anything I have ever done on the PC. Considering that I favor C++, and to that effect have been coding for microchips as of late. It took no time to get back into a JAVA frame of mind. For what it is worth, I actually like the paradigm shift. The challenges as far as user interaction, and screen real estate make for some interesting solutions and compromises; never had to worry about that on the PC. This leads into what I find both fascinating and beneficial about mobile development. Literal instant feedback. The wife and I spent sometime dropping of gifts and visiting family. This gave me the chance to show of my progress and get some feedback in the process. The experience was kinda surreal, considering I never really had anyone test my games on the PC of whom I can actually sit and watch. It was kinda gratifying to hear both the positive and negative feedback. I instantly saw what worked, what did not work, what should be added, and what should be taken out. As far as drawbacks. First off, I'm thankful that I save all my old phones and never sell or trade them. I just throw them in the "bottomless box-of-tech-junk". Testing via the emulator blows because it so slow. Hardware is the way to go, its faster and plus it is just so cool to see your work on the phone right away. At the moment, I am testing on a Galaxy 4 and HTC EVO 3D. The game runs super fast on the EVO and seemingly "normal" on the Galaxy 4. That at least for me is frustrating because at the end of the day you can't control "hardware". More than likely the only doable solution would be to lock the frame rate during the game loop and hope that would make the game device agnostic. At this point, I'm pretty much happy with my progress learning wise. Although, I still consider myself a beginner on Android and I have miles to go before I sleep. Which rules out any truly ambitious projects that are worthy of annoying ads or even a price tag. For now I want to create some non-gaming applications and really dig deep into what Android can do and then come back around with better chops and do something interesting game wise. However....before I go down that path. I still have that Photoshop itch, so I'm leaning towards two more small simple games. A game for my daughter that will teach her colors and shapes. A a game for my 9yr old son, to help him with his math (multiplication and division). Tomorrow I am going to run the game through its paces some more on a couple of different devices and test it with a few more people. If all I goes well. Critter Smash should be in the Google Play store before the end of the weekend. I'll try to post a video of the game play tomorrow.... Hope you guys had a Merry Christmas. Cheers! (In Game Shots)
  5. Excellent work thus far. Impressive.
  6. Sounds like a really cool concept. Welcome to journal land and good luck! I look forward to reading more of your entries :)
  7. Very cool :)  Did you ever complete the second game?
  8. Just wow. I can only imagine what you dream about lol. Although I skimmed some of it. Very interesting post nonetheless :)
  9. Two posts in a day? Wow... I can't even remember when I posted twice in a day .... Anyway, I spent the majority of the day trying to finish up all of the graphics for Critter Smash. Usually, I'll code up to a certain point, then take a break and create whatever graphics are necessary. At least for me it breaks up the monotony. However, this time around I just want to focus on the code and not slow down any momentum that I may develop. Now that I have all of my assets collected and completed, i.e., Art, Music, and Sound FXs. It should be an interesting couple of days
  10. It's been a about a week and a few days since I've started learning my way around the Android SDK. Early on,it is somewhat obvious that if you truly want to be able to troubleshoot your game, a solid foundation of the Android platform (non gaming code) is essential. From what I've seen in the way of user complaints on the PlayStore.[size=2] If you are developing with an engine (commercial or free) that deploys to multiple platforms, i.e. IPhone, Android, BlackBerry, etc. Those developers who lack a certain level of general platform knowledge are at a disadvantage . However, there may be no recourse to fixing issues, of which may be related to crashes, memory leaks, etc. That is, if those issues are related to source that is out of your control. Therefore leaving you [the developer] at the mercy of the quality of your engine of choice.[size=2] It should be noted that I am not attempting to bash any engine in particular or even discourage their use. Personally, I'd love to try one eventually. My comments are truly nothing more than an observation, coupled with a more than likely weakly founded conclusion, based on, i.e., limited knowledge of the Android Platform, X Development Engines, and common complaints that appear to go unanswered in the PlayStore On another note. I have been on Christmas break since 12/16. I have just about completed my first book on Android Programming; I bought five in total. In addition to reading countless Android related dev articles and posts on StackOverFlow late into the night. My wife is kinda pissed that I've been coming to bed after 3am every night . So far I have been able to hack together a card game "Crazy 8's". It's more or less finished, but there are some extras that I'd like to add to it, to truly make it my own. I spent about two days, working on graphics for the game. Oddly enough, the time I spend in Photoshop definitely recharges me and keeps me going. Thank God for my somewhat artistic side. Last night, I started working on another game "Critter Smash". I just finished the list of what I want in the game and hope to have it knocked out it in short order. What I am beginning to like about small "simple" games is that you can implement just one level and call it "done". Where the goal is basically besting your previous high score. The benefit of this model is that I can complete a game fairly quickly and just move on while continuing to learn the platform. At this stage, I am not interested in a fully fleshed out, multi-level rich and fulling experience for the end user. I am no where near that point.......yet. Merry Christmas GameDevr's
  11. Interesting blog posting Eric.  I am an Escalation Engineer for Micro Focus and we have a product called DevPartner Studio. Customers that report issues like the one in your blog post take advantage of our tool and use a component called "Memory Analysis". It is a real time memory tool for the .NET framework. Check it out if you like ... I'm not in sales just pointing it out to you   http://www.borland.com/products/devpartner/read/ That said, talk about fortuitous luck to have been called away and then discovered you had this issue. Most of the time during testing, who actually leaves the compiled code running for more than 10 minutes a stretch
  12. So how did I go from IOS to Android in less than two weeks? Well, I could really go on a rant about how the Cocos2dx documentation is limiting, and by attempting to circumvent Objective-C, I would be limited (knowledge-wise) to mainly programming games only. However, that is not the real reason why I have decided against learning anything related to Apple development. The truth is, I paid $100 for the developer's license, therefore the commitment was there. Unfortunately, I was looking at another $500 plus dollars in hardware upgrades due to my mac mini's hardware not being eligible for the OS version needed - currency issue. The hardware barrier was more of a turn off than the lacking documentation of Cocos2dx. Now I have turned my attention to Android and I honestly can't say why I did not choose this platform to begin with. In comparison to Apple development, right off the back there are a few pluses; for me at least. 1. I can use whatever PC I want 2. Familiarity with Eclipse 3. More than comfortable with JAVA 4. Excellent documentation (Note) I am not comparing to Cocos2dx since that is not an Apple offering 5. Developer license for Android is $25 dollars a year versus $100 for Apple It's been about five days since I've started teaching myself the Android sdk platform. Fortunately, I write code for a living and I am no stranger to complex architectures. Even so, I would venture to say that for a true beginner attempting to write non-gaming apps for Android, it is a really deep dive. However, the gaming side of things seems to hide a lot of the complexity needed to create actual applications and is a softer entry point. That said, I've decided to learn the Android platform for both gaming and regular application development. I have also decided to code strictly in JAVA for Android. I've read enough articles to realize that although you can attempt C++, it would be too much of a headache. ....the adventure continues.....
  13. Thanks Navyman :)
  14. Wow...I applaud the risk.  At the end of the day it is truly about following one hearts and dreams. At least you were smart about it and socked away a few pennies to give it a shot.  Worse case, you just have to go back to work and save again....but at least you will have continued the building of your skill-set if that happens. Good luck man, all the best!
  15. I use SnagIt on Windows and it works great....never tried it on a MAC though :)