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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.

BASSOFeeSH

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  1. Not a direct answer, but USB -> serial port devices exist.
  2. May or not be helpful, but: http://www.gamedev.net/community/forums/topic.asp?topic_id=350944
  3. Can you confirm that the chunk of code you posted is actually being called more than once a second?
  4. If you're not debugging and using breakpoints, why not just RUN your app from an open console window?
  5. I think more information would be helpful. - You say it runs differently on different servers. Are you connecting to them all from the same machine? - Are you using the same user credentials no matter how you connect to the server?
  6. Seems more like a troll.
  7. Wait, are you trying to connect to SQLServer or MYSQL? And this is c#, right? The class 'SqlConnection' can ONLY be used for SQLServer, I believe. Here is the very first google result for "c# mysql" http://www.csharphelp.com/archives2/archive288.html
  8. Looks like you're missing a single quote after PWD.
  9. According to the two files you posted, the only specified namespaces are: Camera FPSCounter Unless of course you mean that it should be in one of the linked libraries.
  10. Ok, so nearly two years ago I posted this thread I finally got around to playing with the Managed DirectDraw stuff again, & figured how to do this. And yes, I know ddraw has been depreciated. /* ...do some stuff... initialize DirectDraw & create surfaces ...do more stuff... */ /*a GraphicsStream, which we write to in order manipulate pixels*/ Ddraw.LockedData BackBuffer; /*holds the x,y poisition of the pixel*/ int x = 10; int y = 10; /*couldn't written my own, but since it's already here...*/ System.Drawing.Color color = System.Drawing.Color.Green; /*Lock(...) gives us access to the screen data. Wait until we can lock it*/ BackBuffer = SecondarySurface.Lock(Ddraw.LockFlags.Wait); /*Similar to how we'd calculate the arrary index back in c for the surface memory*/ BackBuffer.Data.Seek(y * BackBuffer.Pitch + x * (BackBuffer.RGBBitCount / 8), System.IO.SeekOrigin.Current); /*this is assuming 32bit color, so pass the color data as a byte array Blue, Green, Red, Alpha*/ byte[] pixelData = {color.B, color.G, color.R, 0}; BackBuffer.Data.Write(pixelData); /*all done*/ SecondarySurface.Unlock();