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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 Enerjak

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  1.   Should I do that for the outer loop as well?    Edit: Ignore this, I got what you meant. 
  2. I thought I'd try my hand at adding buttons pragmatically using arrays. I have this little function that I thought would work well enough:  private bool createButtons() { bool bButtonsCreated = false; int row = NumPad.RowCount; int col = NumPad.ColumnCount; int i = 1; int j = 1; int num = (i * j); for (i = 1; i < row; i++) { for(j = 1; i < col; j++) { // set the text for the buttons. CalcButtons = new Button[num]; CalcButtons[num] = new Button(); CalcButtons[num].Text = "7"; CalcButtons[num - 1].Text = "8"; CalcButtons[num - 2].Text = "9"; CalcButtons[num - 3].Text = "4"; CalcButtons[num - 4].Text = "5"; CalcButtons[num - 5].Text = "6"; CalcButtons[num - 6].Text = "1"; CalcButtons[num - 7].Text = "2"; CalcButtons[num - 8].Text = "3"; CalcButtons[num].Size = new Size(60, 60); } } if(CalcButtons[num] != null) { bButtonsCreated = true; NumPad.Container.Add(CalcButtons[num]); } else { MessageBox.Show("Buttons not created", "Error", MessageBoxButtons.OK); } return bButtonsCreated; } However, as you can see, it gives out an indexOutOfBounds exception:      What can I do to fix this? Is this the right way to use arrays to do this? 
  3. I'm trying to make an about book using C#. Now, I used a template for it. I edited the assembly description in the properties window. The text shows up in design mode, however, when the application is ran the description box is empty. What can I do to fix this?    Could using .NET 4.0 be the reason for this bug? Is it even a bug or an error on my part? I'm using visual studio 2013.   Design mode:     Application running.      please let me know if you need anything else. 
  4. I was able to use Direcr3D9's debug layer when I was using windows 7. I had to switch to windows 10 because it (windows 7) couldn't find the drivers automatically for my hardware, which included the network card to get online so I was screwed. I could just use Direct3D9 without a debug layer but that will make it harder to know when something messed up, such as not releasing  com objects, devices, surfaces. That's the thing. 
  5. Okay, do I have Graphics tools installed:      I'm trying to use Direct3D9's debugging layer. I've set it up in the control panel as you can see:     And I have Debugging info enabled in Visual Studio:     How do I fix this issue? Cause even though that is all set up, nothing gets written to the output window.  
  6. Okay, I downloaded the graphics tools and everything works now. Thanks to everyone for putting up with me.
  7. So in other words, to use the Debugging layer on windows 10, I would need to install visual studio 2015?
  8. After all that, it still doesn't work when using the debugging flag. Am I missing something? I was getting the error with the application verifier checked off and it installed the windows 8 SDK. I'm not sure what else to do to get this to work using the debug layer. I guess getting windows 10 as soon as it came out was a bad idea....(I heard the risks but I still downloaded it when they offered it for free.) Not really sure where to from here.    P.S. sorry for double posting.
  9. Okay, you know what? I give up on this project. I removed the debug flag and it worked. However, the debug flag is important to weed out errors. I searched for the D3D11_1SDKLayers.dll and it finds it on my PC. so I do have it. I did try to install windows 8 SDK but get error 2753. I've tried to find an answer for that error but couldn't find one that actually worked. Maybe I didn't try hard enough? I'm tired right now so I may search more about this error later.
  10. Well it looks like I do have the D3D11SDKLayers.dll:     What now? If it shows that I have these layers, how can I get this to work? Also, I tried to install windows 8 SDK and got the error 2753. Just need some advice here. I'll keep looking but could still use some help.
  11. I should have mentioned I have windows 10 installed.....I may need to reformat my PC and reinstall windows 7. Damn it. I'm such an idiot.
  12.   *Face palm!* I am such an idiot. LOL. Also, is the Direct3D 12 SDK even out yet? Or did microsoft go a different route with it? The SDK hasn't been updated in years....
  13.   Ah I see, I need to install windows SDK for windows 10. Silly me.     Okay, I installed windows SDK 10 but it still didn't work. Let me keep trying.
  14.   Ah I see, I need to install windows SDK for windows 10. Silly me.
  15.   It says this:     This is annoying me if I can't figure it out.