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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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About Allmight

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  1. Well, what he ment is that DirectX is the standard for the Windows platform and XBox. But when it comes to other platforms, then OpenGL is the only thing to use. Yes, XBox is loosing money, and thats because they started to compete with an already established market ( Nintendo, Sony ). But they are taking over more market shares every year, so they are getting closer and closer to turn it to profit. So my advice is, if you want to make multiplatform apps, then you should go with OpenGL. If you want to make apps for Windows only, then either OpenGL or DirectX is fine. It's a matter of taste and preference. Personally, i have learnt both. That way im not stuck with one API, but can use both.
  2. Well, the best way to build tools in C++ for your game project, and the most common way is to use Borland C++ Builder. It is an outstanding programming API that makes building GUI based tools a breeze. It is all built around GUI tool programming, with a very powerful WYSIWYG ( What You See Is What You Get ) interface. So all you have to do is draw the controles around, and add code to them. // Allmight
  3. Well, reason you get them backward is because they are stored backward. What you have to do is loade the data, and then manually reverse them so you get them in the order you want. Dont ask me why they are stored backward. All i know is that it dates back to the time Microsoft and IBM were struggling against eachother. Microsoft with Windows and IBM with OS2. They both wanted to use Bitmaps, but they could not agree in a standard format on how to store and use them. Well, the end result was that it was stored backwards. Hope that clears the subject some. // Allmight
  4. That sounds like a game that could be real addictive. Im gonna put it on my "games i would love to make/play" list. Really good idea there. // Allmight
  5. Borland C++ Builder. The easiest way to build tools/apps using windows dialogs and controls. Unfortinitly, it is not for free, but very good. // Allmight
  6. As SirLuthor pointed out, getline is your sollution. It is ment to read text until it encounters a line break, while cin only reads text until it encounters a whitespace. // Allmight
  7. Sounds to me like your DirectDraw/Direct3D isn't initialized correctly at startup. One possible reason for that is that you set a refresrate when you setup the interface. If you run in windowed mode you cannot do that, it has to be set to 0. Thats just a quess, but it has happened to me several times when i forgot to set it to zero for windowed mode. Thats how it is for Direct3D anyhow, not sure about DirectDraw. // Allmight
  8. Well, i dont want to be rude, but from your reasoning i really doubt you did that demo. It uses Microsofts Skinned mesh model, and that means you had to animate it using Direct3D since that mesh file is an X file. From what i have read here you dont have a clue what Direct3D really is, and what it is used for. And i KNOW i have seen that "Demo" somewhere else, most likely in a MS tech demo or something similar. And check out the DirectX Sample Browser that comes with the latest SDK releases, it has an almost exactly similar demo there, except it dont render a landscape but a quad instead. If you REALLY have done that demo, then i apologize, but frankly, im almost 100% sure you havn't since i KNOW i have seen it before a long time ago. // Allmight
  9. Hmmm, i doubt he has done that demo. I have seen it before, can't really remember where, but i think it was made by Microsoft to showcase simple AI or something. There is a similar demo in MS DirectX Showcase called MultiAnimation. // Allmight
  10. That was a wonderfull rhyme, and oh so true. Rating++ to wasted_druid
  11. Yes, i would be interested in it. But something i really would like is if you would consider writing an article on how to make a complete GUI system. There are really no tutorials/articles on it on the net. Not any thak i can find anyhow. Keep up the good work.
  12. Well, you dont have to be an expert in math to make a game. But to be a realy good games programmer, you need to be good in math as well. Especially if you plan to work with 3D games. There are alot of free math libraries on the internet, but when you use them you become dependant on the one working on them to keep them up to date and bugfree. So i guess that it comes down to preference. If you find it ok to use some free math library and being dependant on others keeping it up to date, then no, you dont have to be good at math, just know what the terms mean and be familiar what to use where. But if you want to be really good, and hope to work in the gaming industry as a game programmer, then yeah, your math has to be well honed. // Allmight
  13. "just use opengl...solves all your problems..." No it doesn't. OpenGL doesn't have something coresponding to D3DX at all. And it has it's own share of problems. You have to download stuff for OpenGL as well ( extensions for example ), so neither is better than the other. DirectX is very good at some things, while OpenGL at others. To answer the first post. Many people write their own code just the learn what it is all about. I know i write most of the stuff that i could get from the D3DX libray. Not because i can do it better ( most of the time you cant ), but because i want to learn how it works. // Allmight
  14. Worked fine for me on WinXP. Was a long time ago i played Space Invaders, and must admit that the game still is addictive as hell :P Good work there, thumbs up :)
  15. Well, personally i use C++ for both game and tools. But i use different IDE's for them. For programs that dont use dialogs etc i use Visual Studio .NET. But if i want to create tools and other programs that use alot of buttons, windows etc, i use Borland C++ Builder. It's very easy to create tools in it since it's designed to work with dialogs. I think both C# and C++ with Borland C++ Builder are equally simple to work with in tool making. // Allmight