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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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Cryusaki

SFML 1.6 still a choice?

3 posts in this topic

So I tried setting up SFML 2.0 with Codeblocks but I just can't seem to get it to work, I spent all day trying and I kept coming up with error and lack of a good tutorial would just be learning hell
Then I tried SFML 1.6 and I got everything working fine and I can easily find tutorials over the internet, it just seems like the easier option but it is the older option
Is SFML 1.6 too outdated to use and I should try and get SFML 2.0 to work or is SFML 1.6 fine to use?
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If you're happy with SFML 1.6 and it has the features you're after there's no reason you shouldn't continue to use it -- it isn't going to suddenly stop working, and it's reasonably stable with no major bugs. It's not overly old, but you'll obviously be missing the new features added to SFML 2.

Alternatively you could see if you can get help with your problems with SFML 2 -- but yes, SFML 1.6 is still usable.
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The differences between SFML 1.6 and 2.0 aren't all that massive. If you wrote a game in 1.6 you could probably do 80% of the conversion work with a simple cut and paste.

If I could make a recommendation, but a level of abstraction between your io handling code ( keyboard, mouse, that kind of stuff ), as this is the area that has changed the most.

Also 1.6 has a nasty bug with ATI cards, and its a shame the developer never bothered fixing it.
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