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      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 NickHighIQ

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  1. I apologise for the fact that my subject doesn't really explain what I'm asking much, but here goes. I'm developing a custom composite web control which consists of a bunch of controls thrown together into one, however it never rendered properly at design-time. I've just done a bit of research and fixed that problem, but in doing so have created another. In the designer class I have overridden the GetDesignTimeHTML method, and I return a nicely aligned table with a bunch of controls. This creates a secondary problem, though - now, in the designer, all the controls can be individually selected and their properties edited. This has no effect at run-time, but it is undesirable, nonetheless. I just want the designer to treat it as one big control. I've had a look at the ParseChildren and ParseChildControls attributes, but I can't seem to figure out exactly what I have to do. Any ideas?
  2. It's good, but not the system you've described. If I was playing a game where my weapon could 'die' then that would piss me right off. I like Diablo's system, where if you payed a heap of money, you could get it professionally repaired, but if you did it yourself, the total durability (health) of the weapon decreased. It's sort of like in real life how you can keep fixing something, but after a certain point it's beyond repair. I don't know much about 'Tactical' RPGs, though.
  3. Quote:Original post by moosedude I think the problems come when you start considering how your program may handle many clients at once, and then you enter multi-threaded territory. That's what I was talking about, you've articulated it a bit clearer though. Sockets aren't all that complex in themselves, but using them to create something like a server/client interface for a LAN game is one of the much harder topics out there. And debugging threads will drive you completely bat-shit, trust me - if you can't debug this, good luck.
  4. That's not the point. Sockets are an intense topic, and not something for beginners. Yes, everyone has to start somewhere, so start small. If you can't fix that error, then you probably shouldn't be doing sockets anyway. Copying tutorials verbatim teaches you nothing. Someone help me out here...
  5. Could you give the body a pointer to its sprite?
  6. Quote:Original post by RivieraKid What is it exactly which sets your game apart? That was my first thought, also. Glad someone else is on the ball. Sidenote: Quote:Original post by Hodgman From some of the oblivion hype, I was lead to believe that oblivion would have such a system, and I was quite disappointed when it didn't... I was too... [bawling]
  7. Would I be wrong in assuming that you are new to C++/programming all-together? It seems that the error you have is very well described by the compiler. This line is throwing the error: if (connect(s, target, sizeof(target)) == SOCKET_ERROR) It says parameter two (which in this case is 'target') is of type 'sockaddr_in', when it should be a 'const sockaddr *'. Now, I'm no C++ guru, but I'm sure that that means you need a constant pointer to a different type of object that the one you've given it. You are giving the connect function the wrong information. I know very little about C++, yet I think I've found the error in your code. I would suggest learning how to properly debug and actually know your language before you start a topic as heinously complex as sockets. Honestly, start small! (I apologise if this is misdirected or if it seems overly negative).
  8. There's a reason why 'artificial' plays a part in the term. It's just an emulation of intelligence, not the creation of it. We think humans and animals have a certain degree of intelligence (I know plenty of the former who do not exhibit any at all), therefore we try to design computer systems that exhibit similar and slightly unpredictable behaviours. Intelligence, in real terms, is an organism's ability to survive, I would say. Intelligence is what it is because we said it was that. Intelligence is just a word.
  9. Yes, F = MA, you are right, but objects don't have 'force'. Force is zero because it isn't accelerating, but it still has momentum: p = mv (I think that's it...) p is momentum, and therefore you would have much greater momentum depending on your velocity, which has drastic impacts on collisions (pardon the pun). Computer programs, and physicists, often use impulse based systems to determine collision details from speeds and angles and whatnot. Impulse, from memory, depends on momentum, and so the faster you're going, the harder you are to stop. f = m * v^2 I don't think I've ever heard that before... f = m dv/dt, is that what you're thinking of? Derivatives? I have no idea where you got that equation from, although from memory in Mathematics C we were resolving banking (like roller coasters, not finance institutions) and pendulum-like systems which used to include v^2 in there somewhere...
  10. So I separate them into classes like: button stylishButton small medium large Then in html: class="stylishButton,small" Is that right?
  11. Is there any way to create custom pseudo-classes? Or is there a better way of doing what I want to do? I'm a total newbie to CSS. I am creating custom controls, and these custom controls have custom width and style properties. Basically, I want a 'button' class from which 'stylishButton' inherits. I then want to be able to slap a pseudo-class (that's what I think I want to do) on it to say whether it is 'large', 'medium' or 'small'. These custom width and style properties are just enums which I want to set the meaningful values of in the CSS file. Are custom pseudo-classes what I actually want to do, or something else? [Edited by - NickHighIQ on March 12, 2008 5:00:06 AM]
  12. Yeah, I've been on sites where they've got a one word post, then a picture for each of their on-line WoW, AA, Halo3, RuneScape, XFire etc. stats... it's friggin' annoying. It's a good thing people can't put images in on GameDev.
  13. Quote:Original post by Toolmaker So, if you beat off before you go naked into an area full of potential hot girls, you should be able to hit on girls in the sauna. Note: If you feel you're getting an erection, it's time to run. Everyone is grossed out by dudes with a stiffy in the sauna. Including me, altho I never have those issues. Toolmaker What the hell is wrong with you? Although, I must admit, I did laugh at the word 'stiffy'.
  14. I've a question about Hashtables in C#. I was lead to believe that they acted like a table, i.e. they required two keys to access one value. Can they be used in this manner? Is there something else I need to achieve this? Or do I have to make my own? The reason I need it is for collision routines. The hashtable contains references of collision functions which I would invoke based on the two objects' types: Collision.Collisions[obj1.Type][obj2.Type].Invoke(); Or something similar. Is there a better way of doing this, or am I just using the wrong type of dictionary? Or, assuming the table never changes, should I use a two-dimensional array?