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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 chewbakka

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  1. It is http://brumisoft.com.   Thank you.
  2. Thank you, I now have only one feature left before I'll release it to the public; Skinned animation.
  3. I wasn't aware of the Debugger addon. Thank you, checked it, and now I have a nice game editor with a full angelscript IDE. :) Like this:   [attachment=17951:editor.jpg]
  4. Hi,   I'm writing a debugger for my project using AngelScript 2.27.1. I've registered a callback and able to extract the variables. I have a nice display showing the variables. For references I'd like to write if it is null or not. for ( int varIx = 0; varIx < context->GetVarCount( level ); varIx++ ) watch->Show( context->GetVarName( varIx, level ) , context->GetVarTypeId( varIx, level ) , context->GetAddressOfVar( varIx, level ) ); This way I enumerate the variables. In Show, I get the object type: asIObjectType* objType = ScriptEngine::Instance().GetAsEngine()->GetObjectTypeById( typeId ); And then I have a TODO now if ( objType->GetFlags() & asOBJ_REF ) { const asIScriptObject* object = (const asIScriptObject*)address; bool isValidRef = true; // TODO item->setText( 2, isValidRef ? "valid ref" : "null ref" ); } I can cast the address of the property to an asIScriptObject, but I can't still determine if it is null reference or not. I've checked if the address pointer is maybe null, but it is not null even for null ref objects.   Is there a way to check if it is a null ref or not?   Thank you.
  5. My engine is a 2D full game making solution with AS sitting in it's heart. Basically there is going to be a free license where the engine source is not provided, but a dynamic library can be downloaded. In this version the game makers can use AS to write game code. Basically all engine functionality is delegated to AS and I'm measuring the time spent in the scripting system. The proof of concept game is now shaping up based on the engine, proving that a full fledged game can be made by using only scripting without touching the engine code. The good news that there is no slowdowns in AS so far, but I'll provide you cases when they are showing up.
  6. Hi, Just wondering if anyone has some measurements about the difference between using native or generic calling conventions on different platforms? I'm in the phase of porting my engine to as many platforms as I can. Some of them like the Android MIPS or the Windows Runtime ARM are working only with generic (the code itself can be compiled on any platforms to use generic) and I'm really curious if the difference is significant or not so much, so I can use generic in the final code.
  7. I use autohandles on my script interface. The solution itself can be compiled to use native calling conventions or generic, based on the target device (I use generic on android mips and used to use it for arm too before). I use macros like _DelegateClassMethod( T, FrameServer, AddListener ); and the compiler decides if it is going to be registered natively or generic. With the little fix, the autohandles are working well for generic calling too (no crashes/leaks).
  8. Since I use AS there is a bug in the generic calling convention when returning auto handles. When a function returns an autohandle, the generic callconv doesn't increase it's reference counter and later it is going to cause crashes. I've managed to fix this by adding [source lang="cpp"] if ( sysFunction->returnType.IsObject() && !sysFunction->returnType.IsReference() && sysFunction->returnType.IsObjectHandle() && sysFunc->returnAutoHandle && m_regs.objectRegister ) m_engine->CallObjectMethod( m_regs.objectRegister, sysFunction->returnType.GetObjectType()->beh.addref ); [/source] to the asCContext::CallGeneric function before "Clean up function parameters" (line 4382 in 2.24.1). I'm using this for a long time now (copying it over upon AS upgrade), but not sure if this is the correct solution. It works though.
  9. After 4 hours I still can't runt the test on android. I've managed to make it compile, but upon start, it crashes before the first line of main. So far I wasn't able to use the debugger for the MIPS device (not even for my own project) so I'm stuck. I'm using generic calls for now I'm willing to try it again. If someone makes an eclipse project that is working on ARM android and can be built by the android toolchain on windows, then I'll try it again.
  10. My project works like a charm on Android now. With 2.24.0 it is now fully working on Android ARM. However my MIPS based tablet is not so lucky. If I just compile the project with MIPS abi and run, the application will not be able to register a thing, every call to registering application interface fails. I noticed from as_config.h that AS_MIPS will only get detected with the snsystems compiler or PSP. I could add AS_MIPS manually but I'm not sure about the other configuration macros like CDECL_RETURN_SIMPLE_IN_MEMORY and stuff. Is there any experience about setting AS up for Android on MIPS?
  11. Thank you.
  12. Just switched to as 2.24.0 and got a memory leak in the library. In angelscript\source\as_builder.cpp(3438) signature = asNEW(sExplicitSignature); This allocation is later passed to RegisterScriptFunctionWithSignature, but if the virtual property is an interface, it is not going to be stored and therefore not going to be freed.
  13. Thank you for the clarification.
  14. I know I know, but being able to use this form, would make a more consistent look on the code, showing what is a property on the first sight. you can use operator methods with non arrays as well, but the code is much readable writing it in property form.
  15. It was that yes. While it makes sense, the confusion comes from the documentation. I taught that the property accessors are equivalent with the set_ and get_ functions, whose are willing to work like set_IFace( Thing() ) of course. An off topic question. Is there a reason that the language don't accept array properties in this form too: [source lang="cpp"]string firstString; string secondString; string stringArray[] { get { switch( index ) { case 0: return firstString; case 1: return secondString; } return ""; } set { switch( index ) { case 0: firstString = value; break; case 1: secondString = value; break; } } }[/source] With the index parameter coming form the property declaration like the value. Thank you.