• Announcements

    • khawk

      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.

Archived

This topic is now archived and is closed to further replies.

Anonymous Programmer

Help with Tricks :(

10 posts in this topic

Hey, I get this error when I try to link the dx intializing demo (chap 6): main.obj : error LNK2001: unresolved external symbol _IID_IDirectDraw7 Debug/wnd.exe : fatal error LNK1120: 1 unresolved externals (it doesn''t like this code: if (FAILED(lpdd->QueryInterface(IID_IDirectDraw7, (LPVOID *)&lpdd7))) { // error return(0); } // end if ) Help would be appreciate.
0

Share this post


Link to post
Share on other sites
actually he did, its just in the chapter that everybody skips..
setting up the ide


-eldee
;another space monkey;
0

Share this post


Link to post
Share on other sites
I had the SAME problem lol If you ever have another error, try putting #define INITGUID or something weird like that at the top of your code I''m sure someone will correct me (that doesn''t look right)
0

Share this post


Link to post
Share on other sites
Actually Lamothe uses the #define INIT_GUID instead of including dxguid.lib into the project. the #define INIT_GUID macro causes alot of problems when you divide your program up into seperate files, so I prefer to just link to the dxguid.lib . It is alot cleaner. Also keep in mind that dxguid.lib holds the Globaly Unique Identifiers for all of directx. So no matter what direct x component you use (direct draw, direct input, direct sound, direct play, direct show, direct 3d) you''ll need to include dxguid.lib into your project (just once).
0

Share this post


Link to post
Share on other sites
i find it easier to use the following when using andre''s source:

// Put at top of file...
#pragma comment( lib, "ddraw" ) // Include ddraw.lib in workspace (assuming you have properly setup the compiler links).
#pragme comment( lib, "dxguid" ) // ditto, but dxguid.lib does the same as #define ALLGUIDS
0

Share this post


Link to post
Share on other sites