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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. I didn't know you could just do that. Another thing learned.
  2. The result will be the same. The only thing that differs is you can't change the variable that's been marked const after declaring it. Try to change it after declaration and then compile. ;)
  3. You could use other datastructures in the c++ standard library like vectors, which gives you dynamic 'arrays' and functions like sorting. But if you really want to use arrays you can look into [b]bubblesort[/b]. It's not quite an efficient sorting algorithm, but it is quite easy to implement.
  4. Of course it's over 9000! What else would it be? But seriously: I'd say about 6, maybe 7. Since going to university I really learned how much behind I am on quite some of my peers there, so there's still a lot of hard work to do.
  5. Practically this works, but I might be able to give you some style tips; I know you said you were tired and it's probably a hard task figuring out the problem, but there are some improvements which could make you code much clearer. First of all using system("pause") is considered bad style. I know it helps a lot when testing these kinds of small programs, but try to do it without and run it from the command line or maybe even using debug mode. It's better to do it right in the first place than losing bad habits on the long run. And it might be worth it looking into reusing lines, which not only helps clarity, but also lets you do less work. And aren't we all a bit lazy deep inside? Let me give you one example: [code]if ( Z > 9 ) { int A = Z / 10; // gets the tens didget of Z int B = Z % 10; // gets the ones didget of Z int I = A + B; // adds A and B std::cout << origonalNum << " Really = " << I << "\n\n"; system("pause"); return 0; } std::cout << origonalNum << " Really = " << Z << "\n\n"; system("pause"); return 0;[/code] Those last 3 statements in the if part and the final three statements are the same. If you see something like that happening you should think about a way to do that only once. This clears up the code and you get to type 3 less statements. If Z is still bigger than 9 in this example you use Z to 'calculate' the new variables A and B (here you can use the old X and Y as well ;)), do you still need the value in Z? Probably not. So instead of the new variable I you could just put the result back in Z and then leave the if-statement. If you do that you can use the last three statements in the code above for both situations. So it will become like this: [code]if ( Z > 9 ) { X = Z / 10; // You don't use X anymore, so you can reuse this variable Y = Z % 10; // Same for Y Z= X + Y; // adds X and Y and puts it back into Z } //Now you only need this one instead of two that only differ in one variable std::cout << origonalNum << " Really = " << Z << "\n\n"; return 0;[/code] You can even try to challenge yourself and only use X,Y and Z only once. Maybe a loop can help with that? ;) Maybe you already understood all these things and this was just quick coding, or maybe this is new to you. Either way, I hope I helped you out a bit. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Oh, and you might try to use the code tags on the forum, which makes your post even more clear: [code]#include <iostream> int main() { blablabla; return 0; }[/code]
  6. Quote:Original post by mrguyman Okay, so I WON'T view languages that way, thanks ^_^ My goal is to eventually make a 3D rpg in XNA, so should I start with C# or should I learn an easier language first, like pascal/perl/python/ruby/haskell? Well, start learning it. C# is, to my experience, a language that's quite newbie-friendly, since it has stuff like garbage collection, so you don't have to care about 'memory'-management. Besides that XNA is a good framework with lots of documentation and examples all over the net. And last of all I would object against trying to learn Haskell as a first language, since it's a complete different way of programming than today's standard Object-Oriented languages. I would advice to learn/try it at a later point, since it teaches you some techniques and skills which can make you a greater programmer in other languages.
  7. I don't use C++, but when i cast in Java or C# I use [1].
  8. Well, you could always learn it throught the CPP workshop here on GD.net, which you can find here. It uses a normal programming book but has game related projects every 7 days, and of course you can still get a lot of feedback and help if you don't understand something, even though the workshop is quite old already. But out of the books you've selected 'Beginning C++ Through Game Programming' seems to be the best choice. I've heard a lot of positive things about it, even though i haven't read it myself.
  9. Well, every language is hard for a beginner, some more than others. But you shouldn't see the languages as some kind of hierarchy, which you probably do. You should see the languages as a tool, each with a different purpose, although some with very common features. Anyway, every language you pick can be a good one to start with, as long as you stick with it for a while. The whole thing about being a programmer isn't about the language you use, but it's about the concepts behind them that you understand and the usage of those concepts to solve problems. But to conclude: C++ is a good language to start with, since there are tons of resources and also a huge amount of videogame related tools for it. It IS a little bit harder than other 'modern' languages like C# for example. Edit: I didn't see you already know some basic python, so just like jpetrie I would suggest to focus on that. I know it has a lot of resources as well. [Edited by - M-E on July 31, 2010 2:21:39 PM]
  10. Indeed a MMORPG is way out of your league for the moment, especially considering your current skillset. I wouldn't like to discourage you, but I do hope you know 99% of the MMO's are made by huge teams of very skilled and experienced people over the course of many years. Of course you can do this on a very small scale with a much smaller team or even alone, but still it would be a very high aim. But to help you on your way a bit: - You should learn a programming language, look around a bit to see which language and external tools (like engines etc.) fit your goal. - Then of course you need to learn game programming. You're totally not ready to make even a simple networked game at the moment, let alone a MMO game. For the first couple of months/years, try to aim a little lower and create easier games. Oh, and finish them. - Of course you should learn a lot about networking, especially in connection to games. - Learn about software engineering, since making a (more complex) game is a very large project. If you know theory about managing such projects it will make programming such things easier. Lastly, about the learning resources: Google, ask on this site, look at the book section on this site. And then when you have a good resource: Learn and practice! I wish you much luck on this very long quest towards your goal.
  11. Well, you say you're mediocre, so how are you going to become an awesome programmer? Practice. Create programs, write code and you'll get better and better over time. Those 'awesome' game programmers you're talking about weren't awesome either when they were starting out. Practice is the key to most things in this world.
  12. I still have to decypher the code from your second question, so I won't answer that, but I do see something you might want to change in the inheritance question. You say Person and Enemy inherit for Living_Thing. I guess Person is the playable character class. Isn't it a bit weird to put the level up function in the parent class then? I don't think the enemies need to level up in real-time, right? Isn't it better to put that function in the Person class instead of letting both Person and Enemy inherit it?
  13. Quote:Original post by armbuck hello all, i have a question about game creators say for the game engine "Unreal Engine 3" would they have 3D molding software in there? and also for making a game company what other software would i need for my artist and game designers and programmers? do i just need a game engine for them and it all comes in one kind of thing or do i need to buy separate things like a 3D molding tool, game engine, ect. Well, it all depends on what you want to create. From your post it seems that you want to start a game company. You know it's not that easy to start one, do you? But if you want to create a team just to make games you can really decide what you do want to do. Do you want to mod games that are using the Unreal Engine or create your own games? If the latter one is your choice I would advice you to look for some free engines, since the Unreal Engine 3 requires a license that will cost a fortune. I think some other people might be able to tell you which are the most frequent used ones. But a game engine is just a canvas on which you must paint the game yourself by using the tools you mentioned yourself. Quote:And is there any other tools that designers need to use please tell me if there not in this list .Photoshop .3D Studio Max (*if you could explain what this means) .development system (*if you could explain what this means) i am getting my source from http://greggman.com/pages/making2.htm in the category "Time and Money". could you please tell me what my original question is above about the software and what 3D Studio Max is and what is a development system is. Thank you Steven To create a game you indeed need those programs(or some variety). 3D Studio Max is an environment in which one can create 3D models, which of course is needed in a 3D game. I don't exactly know what they mean with the development system, but I'm guessing that's the total package of the engine and the tools needed to program the game. So the things you need is an image editing program like Photoshop, a 3D modeling software (In case of a 3D game) like Blender, an IDE, which is an environment for programming, like Visual Studio and of course a game engine or framework. To conclude I must say that you don't seem to have read your referred text that well. To start a game company like that you would need a lot of experience and a big heap of money. And besides that it takes quite some people and a lot of time. This was also written in that linked article. My advice is to start small and create a team with a few people and start with some easy games and work your way up from there. A good place to look for a team or for recruiting people is the Help Wanted section. I hope this is a bit of a help for you.
  14. But one side note: Your games will NOT appear on XBLA, but on the XNA Creators Club. I believe XBLA is only for developers with a dev kit/license. And the best place to start your research on this area is here: XNA Creators Club Online The education section is a great place to start.
  15. As anyone here would say I would suggest you to look at this section: http://www.gamedev.net/reference/start_here/ Besides that you may look around the For Beginners forum, since there are many similar threads started nearly every day.