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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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Mertcan Ekiz

SDL Game: Tic Tac Toe v0.1

2 posts in this topic

Hi! I'm new to this website, so I apologize if this forum is not the place to open this topic, but here it is:

I've recently started learning C++ (around 3 weeks I suppose) and all those console stuff was boring and I knew most of them from my previous knowledge of Java, so I decided to move on to SDL. And I created a Tic Tac Toe game. This is my first game in C++ so it's not really entertaining right now, but I'm planning to add AI, or maybe multiplayer via networking. I included the Code::Blocks source folder so please take a look at it and let me know if I did something wrong. Thanks!

[url="http://www.mediafire.com/?w72y857hbxkk881"]Play directly on Windows[/url]
[url="http://www.mediafire.com/?9p5f9iq5qgtiol6"]Source code to compile on other systems[/url]

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Nice work. Reading through the code it's incredibly manageable and a lot less in the way of fluff when compared to one I'm currently implementing, though I'm using mine as a base for design patterns.

Two things that could be nice little additions/adjustments:[list]
[*]Randomise which shape starts: as this could take away that "First move, always win" possibility.
[*]The mouse cursor appears after the first round is won: I'm not sure if the intention is for the Arrow to be shown from the start or if it isn't meant to be shown at all. Either way, one of these doesn't seem intended.

Other than that. Great work, and it makes me look at some of my code slightly differently. =D

Stitchs Edited by stitchs

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