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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 am using a primitive type as follows: engine->RegisterObjectType("myInt", sizeof(int), asOBJ_VALUE | asOBJ_POD | asOBJ_APP_PRIMITIVE ); assert( err >= 0 ); The Application can modify and use operators on this value, however the script cannot. Something as simple as the following will fail. myInt test; test = 0; I receive the error "Can't implicitly convert from 'const uint' to 'myInt'." Since this is a primitive datatype I was under the assumption that I did not need to do anything specific to use these. What am I doing wrong?
  2. I have a generic class created in angel script that the application is agnostic of. My questions is how exactly is the script writer to keep track of the objects he/she creates? I tried registering the built-in array class and creating an array of @class pointers as the data type without success. After a couple hours of research I found what appeared to be a vector addon for ascript, but this is still dependent on the application registering the vector types. Are there any collections like std::list available for the script to use independently of the application? Worst case, even having access to malloc and being able to store the class pointer in script would be fine. Thanks, -Vert
  3. Hello. I am currently trying to code a server in C# using a .dll network library that was written and compiled in PureBasic. The DLL fails stating that it "Could not initialize COM!". Even trying to CoInitialize(null) myself by making calls to OLE32.dll it seems to fail. I was curious why this data library seems to work fine in other languages such as VB.net 2005, but not in Visual C# 2005? After doing an evaluation of the dll I find that it calls- function CoCreateInstance(const clsid: TCLSID; unkOuter: IUnknown; dwClsContext: Longint; const iid: TIID; var pv): HResult; stdcall; external 'ole32.dll' name 'CoCreateInstance' index 24; function CoInitializeEx(pvReserved: Pointer; coInit: Longint): HResult; stdcall; external 'ole32.dll' name 'CoInitializeEx' index 59; procedure CoUninitialize; stdcall; external 'ole32.dll' name 'CoUninitialize' index 98; The CoInitialize function seems to be what is failing. The only attributes I am passing to the library are my GUID, A value for DirectPlay's TCP/IP service, as well as a 32bit integer flag value. I seem to be able to call some other functions from this library without any issue. It just seems that it will not init this com object. Help please?