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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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Jason Goepel

Windows XP Compatibility

5 posts in this topic

AngelScript will no longer run on Windows XP (using VS2013 and the v120 Windows XP platform toolset).  The project builds fine, but when loading on Windows XP there is a link error attempting to find InitializeCriticalSectionEx in kernel32.dll (I think).

 

I found that in order to maintain compatibility with Windows XP I needed to define a special preprocessor macro indicating the WINXP target.  I used "AS_WINXP" for this purpse.  You will see it in the attached patch.

 

 

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It shouldn't be necessary to have a special preprocessor macro. InitializeCriticalSectionEx() should only be used when compiling for Windows Store, any other Windows platform should be using the older InitializeCriticalSection(). I'll review the preprocessor macro that is already used to see why it might not be working correctly for WinXP target.

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I saw that was your intention, but I wasn't familiar enough with "WINAPI_FAMILY" and "WINAPI_PARTITION_DESKTOP" to deal with them.

 

In my headers, however, I saw:

#define WINAPI_FAMILY_PC_APP      2     /* Windows Store Applications */
#define WINAPI_FAMILY_PHONE_APP   3     /* Windows Phone Applications */
#define WINAPI_FAMILY_DESKTOP_APP 100   /* Windows Desktop Applications */

#define WINAPI_FAMILY WINAPI_FAMILY_DESKTOP_APP

#define WINAPI_PARTITION_DESKTOP   (WINAPI_FAMILY == WINAPI_FAMILY_DESKTOP_APP)


So, it looks like your guard becomes

#if defined(_MSC_VER) && !(100 & 1)

I have attached what my compiler produces when preprocessed to a file.

 

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