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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.

Scarabus2

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  1. The screens are extremely dark, to the point where you can't easily discern what kind of game it is just by looking at them. You may want to look at other games and see how they solve the visual problem that is darkness.
  2. Here's a fun drinking game: Take a drink every time a C++ question gets answered with "Boost".
  3. Game engines are good programming exercises, but for actually making (and finishing) games your best bet is with an existing engine - be it your own or otherwise.
  4. I wouldn't recommend a simple text editor if it shifts the burden of compiling and debugging on the user. Having a seamless compilation and debugging experience is crucial if you want to just practice programming, and not how to write makefiles.
  5. C++ wizardry like that drives me nuts, and is a clear sign of an inexperienced programmer. SeanMiddleditch is totally right. Clarity always wins over a couple of cycles worth of optimization, especially in a team environment where you aren't the only one dealing with the code. Basically, if you're trying to reduce line counts for arbitrary reasons, then you're doing it wrong. Bit masking and bit shifting is almost always a sign of over-complication.  
  6. A debugger that: Works. Doesn't lie to me. Presents variable content in a legible manner. Knows about STL. Basically the VS debugger.
  7. I'll apologize in advance since this may not even apply to the problem you have. In earlier versions of DirectX you always had to recreate the device after alt-tabbing, since the device would become "lost." That meant releasing every DX resource and calling reset on the device - which would only work if you hadn't leaked any memory. I'm not sure if that behavior was kept in DX10.
  8. The best approach would be to make a game that works equally well on both the iPhone and the iPad. Rather than scaling the game you should allow the game to show more of the game on larger screens. The difference between iPhone 5 and iPad is fairly small. It's more an issue with aspect ratio than anything. Regardless which platform you choose to be your "main" platform during development there will be always be, let's call them "fun challenges" when moving the game to a smaller, or larger screen.
  9. My only problem with this article is the assumption that programmers love the terminal. Some might, but I absolutely HATE having to type commands into a terminal like it's the 70's, googling for answers rather than having the tool itself teach me. This is why TortoiseSVN is always my first choice. It's nice to see there are GUI-alternatives for Git too but they would have to be on par with TortoiseSVN for me to even pay it a second thought.
  10. I'll just put this link here for the sake of completion: http://channel9.msdn.com/Events/GoingNative/2013/rand-Considered-Harmful
  11. Of all the IDE's I've used, Visual studio is by far the best.
  12. Seconded. Get your facts straight! I just wanted to add it's perfectly fine for a single developer to start and fail as many projects as they like because that's how you learn. Don't go out to make the next indie blockbuster. Just make something fun and learn from the problems you'll inevitably encounter during its development. If you end up not finishing it, who cares? You would at least have learned something about your own limits and aspirations.
  13. To include a static library to an existing project you need to do the following: * Add the include path(s) to the library's headers. * Add the library path to the library itself. These are done in the project configuration tab. * Add the library ("foo.lib") to the "Linker - Additional libraries" box This should in theory be it, but you may run into linker errors if: * The library in question requires other libraries to be included. * The library was built in a different configuration than your project (I think this is Windows-only. /MDd or /MD flags needs to be same for both) There are probably other considerations to be made, that other posters can supply.
  14. If you're beginning to learn C++ and you have access to Visual Studio I see no reason to not to use it. VS has really good debugging features, and you don't want to debug code in the command line.
  15. Oh if you are in a position to set up a proper XML schema/tool workflow, do that! LEON was created for our own needs and made available to anyone that aren't able or willing to make that leap from a more notepad-based workflow. And to avoid misunderstanding let me reiterate that LEON partially stems from my own desire to create something for the fun of it. We're developing a war game where the player researches and upgrades weapons to fight waves of attacking enemies. All of the weapon and enemy details (including stats, behaviour and asset information) are stored in CSV files, and edited with open office or excel, while other information is typically stored in XML-files. Some files have multiple localized versions. Gameplay balancing is divided between one designer and a few artists, while us programmers focus on implementing the systems.   Most syntax-hiccups have been related to XML but CSV is finicky with Subversion. It's a very "horizontal" format and in practicality only one person can work a file at any one time. Recently we've only begun to replace some of these files with LEON files, to test the stability and feasibility of the format. So far it's gone smoothly both on the designer side and on the programming side. One of the programmers have used LEON to script tutorial sequences, connecting UI elements and game mechanics.   ?I agree that ambiguity is bad, but I honestly don't believe LEON is a large enough format to warrant much worries about that. Some rules are implicit, yes, but only where it makes sense. If someone writes:   description: "He was a tall and handsome man."   the parser (or I, rather) assumes they didn't want to keep the whitespace at the start of the second line, but just in case there is a way to retain that whitespace (although I'm not sure whether to keep this feature or not):   description = ("He was a tall and handsome man.")   The worst example I can think of is if someone meant to write this: enemy-health: 100   but instead wrote: enemy-health 100 that would be a valid value to LEON but not a valid value to the game. But this isn't much different from any typo in any format, and by setting a flag in the parser you can catch this error at runtime.