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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 Fukushuusha

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  1. Okay ... well ... ahem ... did not even cross my mind, how stupid of me! :) Thanks Zahlman I'll get right on it.
  2. Thank you very much for your reply and for clearing out what ANSI is compared to ASCII. Since I want to do this in both windows and Linux, would you have any idea how to do it in Windows too? Conio.h does not seem to have anything to clear the console like curses does.
  3. Hello all, Don't even ask me how I got to making this, but for some reason I ended up writing a very small example-game in console using c++ and ascii graphics(heard them being called ANSI graphics too). In windows I am using conio.h and I will move it in my Linux machine to write it using the curses library too. My problem is simple. I have never done this before. I had assumed that I could just print the map of the level in the console along with the good and bad guys. Then Leave a very big gap of newlines and re-print the next iteration of the main loop. This works and I got the game going with the only problem being that the "refreshing" of the screen look really ugly and is the complete opposite of smooth. So I guess the way I "refresh" the screen is completely wrong. Does anyone have any idea how this is done? If so any tips/advice would be really welcome. Thanks in advance! [Edited by - Fukushuusha on July 16, 2009 2:12:09 AM]
  4. Andy you expressed 100% what I feel. I love doing things myself not only to learn but also know exactly how the library works. And anyway I think this is the way I will follow since I might not even end up making a game, just a game engine which I might use for other purposes too, since there are many projects I wanted to do through the years which would require rendering of 3d objects and scenes. Thanks for the input and advice you guys.
  5. As for language I am talking about c++. I like dealing with low level code since I like building things from the bottom up, but reinventing the wheel is not something that I want to do. I just think I learn many things that way too. What other option would you recommend to me apart from SDL and openGL in windows using c++?
  6. Hello all, After a lot of time I decided to try and take up some game programming again just for fun and recreational purposes. My day job so to say has lots of programming too but not game-related so I am not a stranger to programming, just opengl and graphics programming in general. I decided to finally spend some time to learn more about it. The net is full of things to study but there is one thing that has been bothering me since I started looking. The windowing system. What should I use for the game I will be developing. Glut? SDL? .Net? I decided to go with SDL since I had used it once again 2 years ago, but for 2D game programming only. Moreover it has the added bonus of being platform independent and quite simple and easy to use. That's my opinion. The reason I made this post is to listen to other people's opinions too, and get told the things that I am missing, such as the downsides of such a choice or offers of some alternatives. Any info people can give would be great help for me. Thanks in advance.
  7. Hey all, I am trying to develop a simulation, just for the fun of it for now and I am using openGL and SDL just because I was told that this combination achieves multi-platformity(new word! :) ) My problem is ... how? Say I got my program with my source code and my .exe file in this computer which runs on windows. I have another computer in my house. It runs on Linux only. I want to use that other computer to test the simulation. How can I make this simulation I am developing run on the Linux machine? This might seem like a noobish question. Well .. it is, I had never concerned myself with portability until now, and I have no idea how it is achieved. Thanks in advance for any answer! :)
  8. Thanks a lot people. Both worked. You really solved my problem. Thanks!
  9. Hello all, I haven't coded in c++ for years and as I was trying to code something I came upon a question/problem. You include files from the same directory like so : #include "youareinthesamedir.h" You include files from directories under the same directory like so: #include "pathtofile\fileinasubdir.h" But how can you include a file which is a directory above the one the includee(the file which initiates the include) is? Would appreciate any answer!
  10. Thank you for your reply friend. It has been helpfull. I would really appreciate more replies like that. The reason why I ask all these? It is simple! I am attempting to make a matching site for developers/artists/musicians and would like to find various ways to describe each individual according to his skills. It is easy for programmers for me since I have some experience all these years. But as far as artists or musicians are concerned I am kind of ... clueless :) So posts like yours really help. Thanks!
  11. Hey all, As the topic says I would like to ask you guys to propose what would the simplest to 2D graphics library to use be? I intend to use it in a simulation and want to generate 2D graphics with it. My language of choice is C++. I have SDL in mind. Any other choice I should try? Thanks in advance for any answer.
  12. Hello all, These last few weeks I have been working on a project I envision that might be able to help the developing community in general. A key of this project would be to find the right artist or musician to go with your project. So generally I am trying to find ways to categorize each different art and music user my site might have. The problem is that I do not really know how. Apart from previous experience and knowledge of 2d art/3d modeling/animation e.t.c. I can not think of any other way of categorizing. That is why I come to gamedev.net and ask you people. I am sure that I can find a nice answer in here. Any ideas as to what sets apart one artist from another? How could I do that in my database? For now I have it with previous experience and knowledge of certain 2d/3d art software. In addition I have exactly the same question about musicians for games(don't think there is any other type of software that needs music eh? >_< ). But I think that posting an identical topic in the music forum might be considered double posting so I would like an admin's opinion on this if possible. Thanks in advance for any answer.
  13. Yes you are indeed right about the interactive part. I had not thought about it like that. Thanks for the input :) Does anyone know of any related articles I could read?
  14. Hello all, I would like to gather some general info about music for games. Specifically what is considered game music? It might sound vague but it is something that has been bothering me for long. When someone searches for people to make music for his game project he searches for people who have had previous music-writting experience? Game-music experience specifically? Or is it even divided into game-type music? For example if you are making a horror-game you are going to search for someone who has experience with horror-music? horror-game music? e.t.c. I do realize my question might be strange and vague but I really have been struggling to understand how someone would search for people to write music for games ... and thus how is game-music classified. Any help would be really appreciated.
  15. I would like to use this thread to ask a little question of my own which is on topic. For a UML editor for a project which could be considered better? UMLet mentioned by the above poster? Or ArgoUML?