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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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  1. Well, I find it disrespectful to say that a programmer thinking that his work is art is delusional.   Programming is an art, like drawing or composing musing, and thus a program source code is a work of art as much as the game assets to me.   I think that the DVD player too is art, but it does not have anything to do to the movie it plays.
  2. DX11

    Yes, I was getting some errors so I wanted to catch all the possible return codes.   I sent a mail, hopefully they will update the documentation.
  3. DX11

    I searched the whole "windows kits\8.0\include" directory but the only definition of D3DERR_INVALIDCALL is inside d3d9helper.h.   Apparently the problem is just that the documentation is not updated about the fact that they dropped the error codes that begin with D3DERR_. Inside winerror.h I could find all the definitions for dxgi, d3d10 and d3d11 errors, but they are named and defined differently, for example:   // // DXGI error codes // // // MessageId: DXGI_ERROR_INVALID_CALL // // MessageText: // // The application made a call that is invalid. Either the parameters of the call or the state of some object was incorrect. // Enable the D3D debug layer in order to see details via debug messages. // #define DXGI_ERROR_INVALID_CALL _HRESULT_TYPEDEF_(0x887A0001L)     where _HRESULT_TYPEDEF_ is just   #define _HRESULT_TYPEDEF_(_sc) ((HRESULT)_sc)
  4. DX11

    I'm including the following, but it still can't find the definition.   #include <dxgi.h> #include <d3dcommon.h> #include <d3d11_1.h> #include <d3dcompiler.h>
  5. I'm using windows 8 with DirectX11 to create a desktop application.   The function D3D11CreateDeviceAndSwapChain has several possible return codes as described here.   Although I can check for many of them, the ones starting with D3DERR_, like D3DERR_INVALIDCALL are not defined.   Googling a bit I found out they should be defined in D3DX11core.h, which is not included in the sdk.   Am I missing something?
  6. OpenGL

    I see, thank you so much!!! Now works without problems [size=2]<(_ _*)>[/size]
  7. Hi everyone, I hope someone can help me with this. I recently started using opengl for the fist time so probably I'm doing a lot of mistakes. Using the triangle sample ([url="http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/graphics/GLES20TriangleRenderer.html"]link[/url]) as a reference, I tried to render a quad. The only difference is that instead on using directly FloatBuffer, I first bind and buffer it and then use the buffer index. Here is the code: [url="http://pastebin.com/FCkmFKPU"]link[/url] I don't get any error message nor exceptions, but when glDrawElements is called it crashes immediately.
  8. You also can find a lot of "pubic" [size="2"][url="http://www.google.com/codesearch?q="][url="http://bit.ly/ij3KXl"](???)?[/url][/url][/size]
  9. [quote name='benryves' timestamp='1115076644' post='3034578'] [indent]Quote:[i]Original post by skittleo[/i] How do you fit an elephant onto a subway....? ... You take the 's' out of sub and the 'f' out of way.[/indent]I don't get it. [embarrass] [/quote] There is no f in way -> There is no f**in(g) way! --ahah just realized this was answered eons ago, my bad
  10. That's not very helpful but.. thanks anyway for trying ^^ Probably I'm doing something wrong with clickonce since it's the first time I deployed with it.
  11. Ah right, here you go!
  12. NYAHAA is a very basic tool for defining static or animated sprites out of a sprite sheet. The output is a simple xml file. #UPDATE Now can define, save/load and preview animations. It's written in c# and renders with direct2D (windows API code pack). Link: にゃはあ~
  13. NYAHAA is a very basic tool for defining rectangles in a texture (I use it mainly for sprite sheets). Output is an xml file. It's written in c# and renders with direct2D (windows API code pack). Link: にゃはあ~
  14. Thanks for the answers! In directx is easy too to do that; about the performance, i still have to try, but i think it doesn't hurt much.. :)