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      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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Cocos2d-x + Box2d Breakout Updated

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jwezorek

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Cocos2d-x releases since version 3 have broken compatibility with old tutorials. This can especially be a problem when you want to do something slightly non-standard from the point-of-view of Cocos2d-x.

If you want to use physics in a Cocos2d-x game the current standard way to do this is to use the integrated physics classes, which are Chipmunk-based by default and can use Box2d too in some hybrid way the details of which are not at all clear. However, in my case I want to use Box2d, period, Box2d in a non-integrated manner for transparency and in order to leverage the vast amount of code that you get to peruse and possibly use by writing to vanilla Box2d. When doing something like this it can be hard to know where to start given that any sample code you find will be broken.

For setting up a Box2d/Cocos2d-x project there was always this BreakOut implementation to Cocos2d-iphone by Ray Wenderlich, link, which is transliterated into Cocos2d-x here but to relatively ancient versions of both Box2D and Cocos2d-x. I've taken that code and updated it to Cocos2d-x version 3.2 and Box2d version 2.3.

Here is my updated version.

To use do the following:

  1. Setup a cocos2d-x v3.2 project via the python script. This will give you Box2d v2.3 set up in your project without you having to do anything else.
  2. Copy the source code in the above zip file into your project's Classes directory.
  3. Copy the image files the Ball.jpg, Block.jpg, and Paddle.jpg from here into your project's Resources directory.
  4. Build.

(You can copy over the music/sound files too. I have the relevant calls commented out in the code above)

Source

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Yeah. it always does that ... I have my external blog hooked up to my gamedev journal for certain topic tags on my external blog posts. Those posts automagically show up here but the HTML is always screwed up.

 

Something needs to be fixed on the gamedev side (I think) but I don't think it is a feature that people use enough for them to care about.

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