• 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.
Sign in to follow this  
Followers 0
Migi0027

Review on Tutorials

4 posts in this topic

Hi guys,

 

I don't exactly know where to post this, so I'll just post it here.

 

Recently I just tried to make a small tutorial on FMod with c++, located here: http://cuboidzone.wordpress.com/2013/07/26/tutorial-implementing-fmod/ .

 

Soo. I'm basically asking you, if you have time to read it, if you like it or not, and if you can, suggest improvements. (Bear in mind that this is my first tutorial ever written). smile.png

 

( Please correct me if I'm doing something wrong )

 

Thank You smile.png

 

 

1

Share this post


Link to post
Share on other sites

On the tutorial:

- I would change the title to something like: "Tutorial - how to use FMOD with C++", since you are not implementing FMOD, you are only interfacing with it.

- You should review the text, specially the commas - for instance, the first one shouldn't be there. The grammar is far from perfect, but I can understand it (I am a non native english speaker).

- There are two HTML tags being displayed in the "Sound System Class code" section.

 

On the code:

- Why do you have an initialize method? Can't you just Initialize it on the costructor? It is a bad pratice to have to call a method so that you can use an object, people will assume that once the constructor is called, the object is ready to use.

- You may use exceptions instead of returning values for error/success.

- I believe the main idea of having a support class is that you don't have to use the classes/structs/functions/methods of the libraries under it. Personally I would change the createSound method to receive only the path to the file and return an ID. Internally you keep a vector with the SoundClass objects. The play sound would receive and ID, and play the sound related to that ID. This way anyone that include your header may completely ignore the existence of the FMOD interface. Also, you can create a destructor so the users don't have to call the releaseSound method themselves.

0

Share this post


Link to post
Share on other sites
Out of curiosity, why didn't you post it on GameDev as an article? We would be more than happy to look over it and give suggestions.
1

Share this post


Link to post
Share on other sites

I've updated the tutorial a bit, and thanks for the advice!
 
Btw, i don't know why I didn't think of the articles... huh.png


You can always still post your tutorial as an article here. smile.png IOW, you can have it in two places if you wish.
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0