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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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Work related stuff

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Might as well post some work related stuff since I'm certainly not doing any other programming.

While Qt is a fantastic library, one of the great things about Win32 is that you can subclass pretty much anything you want to do pretty much anything you want. The downside of a GUI library based on inheritance class trees is that you are restricted by the foresight of the library writers in terms of what they choose to make virtual and so on.

For example, QCalendarWidget doesn't support tool tips over dates. It seems to be an accidental omission. Now we try very hard to avoid any changes to Qt at work - there has been one occasion where it was required but any time we have to do that we consider it a very bad thing.

So, for a fun little side project, I decided to rewrite a calendar widget from scratch. When I say "from scratch", I have the rich libraries of Qt to draw on - QDate, QTableWidget etc - so it wasn't too ridiculous, but we now have a calendar that can support tool tips over dates properly. It was only about 8 hours work over the weekend.

I figured since I was rewriting the widget anyway, we may as well have a really stylish calendar that fits the look of the application (based on the Manhattan style from QtCreator). The calendar is a very central part of our application so I thought it was worth putting the effort in.

So here is the original calendar widget and mine, for all to see.


If anyone else out there could shed any light on how I could have got mousemove events from the QTableView that QCalendarWidget uses internally without having to modify the source of QCalendarWidget, I'd be very interested to know. Unfortunately QCalendarWidget uses a lot of stuff internally that requires a recompile of a large amount of Qt to change, so messing with this internally wasn't an option.

Possibly it would have been an option to install an event filter on the table if I could have retrieved a pointer to it from the calendar actually. Didn't really consider that until I posted this. Ah, the joy of rambling on GameDev to solve your own problems :)


Yep, it was completely possible to customize the existing QCalendarWidget using event filters and I am officially an idiot. Now the calendar can be assumed to be reliable and, since it now derives from QCalendarWidget, I can set it as the calendar used by the QDateEdit dropdown as well, which is a lot better.

So once again, always a good idea to ramble in the journal.

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