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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.

unicoder

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  1. Not related I know, but are you only allowing one bullet on screen at a time? Or did I misread this?
  2. I agree, at this scale and you know exactly what is in your text files, because you are generating them manually, Juliean has a great solution. But I would also leave some to-do comments for exploring JSON :) good luck!
  3. Good answers here! Make sure you know what you want when you start, lay out as much as you can without going into as much detail as you can (everything can change!)   Look into choosing an engine and devoting your time to learning that. A good engine provides all the tools you need to get almost through your entire title, and have great communities! 
  4. I also recommend that you need to find an engine you are comfortable with. Wburton has some nice suggestions. Back in 2000 I wrote a very small scale "flight sim" for a local programming competition, and the physics math alone was enough to drive me crazy!
  5. I know the pain that comes with finding a version of CCG Maker, you definitely can't buy it anymore if I remember correctly, your only hope is finding a demo somewhere. I downloaded it a couple months ago and just couldn't find anyone actually selling it!
  6. What song is that in the intro to the first video? Love it!   Props for offering tutorials. Drop the knowledge. 
  7.   It does seem like expected behavior: https://wiki.libsdl.org/SDL_SetWindowGrab states "When input is grabbed the mouse is confined to the window."   Not sure as to which SDL method would help. I'll keep looking for you.
  8. I think you have a good idea there, but I would think that since everyone else does rate specifically off of 'emotion', a well thought out rating like yours would get lost in the pile of useless ones.   I have found myself using programs that I had actually deleted at first due to being useless to me, but I found a tutorial/book/article that helped me get it to do what I wanted, and made that app productive for my particular project. Even though it worked for me, I would never recommend it to someone else.   I think the feedback/ratings I would focus on if I were a developer would not be those on an app store or website from the random users. Rather from the beta testers and other developers that the application was designed for. The feedback, in my opinion, should be strictly for the users that need that application, and not some random person that found it and misunderstood what it was designed for.     Ah, I got a bit off topic there. I 1 star everything because nothing is perfect!!!!  :P
  9. There are a lot of good answers in this thread! Remember the programming languages are just a way to tell the computer what to do. With all that is out there, you can do almost anything you need with any language! This early in your journey the differences between them won't matter too much. Like how some languages compile the applications directly to machine code, while others (like C#) only compile it down to a software layer (to be more efficient for programmers that aren't so efficient :P ) I would definitely start with anything OO (Object Oriented) as that is something you will definitely want to be proficient at. ( I say C++ all the way! )   I also 100% agree with Frob, in my journey I did eventually need to learn all 5 of those languages.     I can't see any reason not to learn C# either, so you may want to start there, all up to you!
  10. I first learned C++ about 15 years ago. I started with C until I had a good grasp of the content and then moved to C++. A good book to have is "C++ A Complete Reference", then using websites like http://www.cplusplus.com/ that have nice tutorials.
  11. I have been a member of this site since 2000. I don't post much, mostly read articles and look for help on whatever I am working on. But I have been seeing a lot of chatter about this Full Sail university. It is very expensive for my taste but might help with rounding out and helping shape my years of a hobbyist programmer. Anyone get their money's worth out of this place?
  12. That is a decision that you should make yourself. Every 3d game engine I have used, free or not, has given randomly created maps/terrains. It is not the game engine that limits what you can do with it. It is your effort that limits you. Follow your gut, there are some good suggestions from these replies also. Personally I liked using Blitz3d, it created random maps and the Torque engine as well. Look into Serapht's link he posted!
  13. Hahahaha hey guess what I just found a typo in a tutorial I was reading! thanks for the heads up man! ++Rep to you.
  14. So I created a simple DirectX Window, cleared it to a black background, and i wanted to load a jpg as some kind of splash screen. The code compiles alright except for one error: error C2039: 'CreateOffScreenPlainSurface' : is not a member of 'IDirect3DDevice9' the function looks to be correct: HRESULT result; result = d3ddev->CreateOffScreenPlainSurface( 600, 800, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &surface, NULL); anyone know what im missing? or do you need more code to see? I just made a simple wrapper and put that snippet in my direct3d init code, and im drawing it in my main loop using: void StartRender() { d3ddev->BeginScene(); d3ddev->GetBackBuffer(0,0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); d3ddev->StretchRect(surface, NULL, backbuffer, NULL, D3DTEXF_NONE); return; }