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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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phil67rpg

simple c++ project

6 posts in this topic

I'd recommend this exercices. They go from beginner to "advanced" beginner, so it's good practice. http://www.cplusplus.com/forum/articles/12974/
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Well, my first attempts to make a game was a very simple game in the good old console. Actually it was a snake game.. You can use this
[code]

void clear_screen (){
DWORD n;
DWORD size;
COORD coord = {0};
CONSOLE_SCREEN_BUFFER_INFO csbi;

/* Get a handle to the console */
HANDLE h = GetStdHandle ( STD_OUTPUT_HANDLE );

GetConsoleScreenBufferInfo ( h, &csbi );

SetConsoleCursorPosition ( h, coord );
}
[/code]
to clear you're screen faster (you'll need to #include "Windows.h" ).
This is in case you want to write something very simple, very ugly and very unuseful only for fun and practice with the language.

The next thing I can suggest you is allegro. Alegro is very simple library for 2D game dev. You can learn it from the net. And you'll something more complex (but still simple [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] ), good looking (i mean with graphics better than in the first suggestion) and cool. (Actually I have started writing Chicken Invaders using Allegro because it looks too bad in the c++ console [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]) .

And my third suggestion is to start with the hardcore - openGL. With openGL you can write very powerful games and will be very usefull if you learn it. But if you just start with c++ it will be very hard for you. My suggestion is to write some bullshits while you get the conception of c++ and gamedev and then openGL will be easier for you.

I hope I was helpful!
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start from the basics... board games that you can represent with characters, tic tac toe, comes to mind. there are many many others like checkers, which would be a nice upgrade from tic tac toe.
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[quote name='sc2slash' timestamp='1328392572' post='4909658']
I'd recommend this exercices. They go from beginner to "advanced" beginner, so it's good practice. [url="http://www.cplusplus.com/forum/articles/12974/"]http://www.cplusplus...articles/12974/[/url]
[/quote]thanks for the help I am doing the exercises as stated above.
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