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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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Draycos

No DLL local copy

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I have created solution using Visual Studio C++ 2010 Express which has two EXE projects and a DLL project - a game, game editor and the shared code.  Since having switched to a more 'industry standard' directory structure I've been getting a "program can't start because xxx.dll is missing" error.  I've added all the dependancies and references, made sure 'Copy Local' is set to true, etc (the 'Reference Properties' even shows the correct full path of the dll), but there isn't a local copy of the dll in the project output directory when I compile the solution.  I can get around the error by manually copying the dll, but it would seem that Visual Studio should be doing this for me.  Can you suggest why Visual Studio might not be doing this, have I missed a setting somewhere?

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This post explains one way to do it.

 

How you set it up really depends on you.  I generally create a shared folder ( projectroot/dlls ) for example that all generated and 3rd party dlls are put in.  In this case, I simply invoke a copy command as a post build command in my dll projects.   Then in your other projects, you add this folder path as a dependency.  However, this requires you to update dependencies manually ( if your DLLs change, this dependency isn't known across the various projects ).

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This post explains one way to do it.



Cool, thanks for the info.  I think I just need to concrete my project directory layout, as nicely illustrated in your link.
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