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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 don't know if this was a typo but you wrote: [code] CustomVertex* vertices; indices = new CustomVertex[fSize*3]; // instead of vertices = new CustomVertex[fSize*3]; [/code]
  2. Hello, try taking a look at [url="http://www.resedit.net/"]ResEdit[/url] .
  3. Hello! Maybe your problem is in the way you open your file. You use an ifstream so you don't have to specify ios::in, because it opens it for reading anyway. And instead of || you would have to use the single |. Try it like this: [code] std::ifstream file(filepath, ios::binary); [/code] I don't really know if this will help you but you can give it a try.
  4. Hi! Usually, if you place your resources (files, images etc...), in the folder where your executable is located, the application will find them. You don't have to specify the whole path then, just the name of the resource.
  5. If your game is laggy on someone else's computer, maybe memory usage is not the problem. You are loosing speed somewhere. You should identify where this happens (usually in the update or render methods). Maybe you're doing things like loading textures every frame. You can use a profiler to see where you are loosing speed.
  6. Hi! Look at bottom of [url="http://msdn.microsoft.com/en-us/library/dd144925(v=vs.85).aspx"]this[/url] page on msdn. It tells you that GetStockObject is in Gdi32.lib. So you'll have to link that in your project just like you did before.
  7. I never use goto statements. It's generally unsafe to change the flow of an application in this way. Almost in every situation there are more suitable techniques that are safer, and which won't create spaghetti.
  8. Hi! Can we see more code ? We cannot tell you why just by looking at one line.
  9. Hi! It seem right that the messages where to close, because you probably don't take into consideration the height of the strings in pixels. Normally, if stringMessage1 is at position stringPos1, stringPos2 = stringPos1 + stringHeight1 + 10.
  10. Hi. Have you run your program in debug mode ? It should tell you the problem, usually in the form of an exception. What is that exception saying ? Also, you should post more code. We cannot tell you anything relevant from the amount of code you provided.
  11. [code] device.BeginScene(); if (spriteTexture == null) { spriteTexture = TextureLoader.FromFile(device, "C:\\images\\sample2.jpg", 800, 600, 1, Usage.None, Format.X8R8G8B8, Pool.Managed, Filter.None, Filter.None, System.Drawing.Color.RoyalBlue.ToArgb()); } if (sprt == null) { sprt = new Sprite(device); sprt.Begin(SpriteFlags.AlphaBlend); sprt.Draw(spriteTexture, new System.Drawing.Rectangle(0, 0, 800, 600), new Vector3(0, 0, 0), new Vector3(0, 0, 0), System.Drawing.Color.White.ToArgb()); sprt.End(); } device.VertexFormat = CustomVertex.TransformedColored.Format; device.DrawUserPrimitives(PrimitiveType.LineStrip, i - 1, verts); device.EndScene(); device.Present(); [/code] Hi! This is your render function. Don't do texture loading in the render function. You should have an Init() function in which to load or create all your resources and that function should be called only once. There is no reason to load the same image every frame. Also, you draw the sprite only once. sprt is first null, and you create it and draw it. After that, the instruction in that if statement won't be executed. You should create the sprite elsewhere, not in the render function. In the render function you should just draw it.
  12. Hi! What does "is not able to execute" mean ? Does it give you a message ? Have you got the DirectX runtime installed on the Win7 machine ?
  13. Hi! Let me explain a little better. I'm trying to open a .chm file through my application. For that I'm creating a new process. I am able to open the process and show the .chm file on the screen, no problems. However, I would like to move the .chm process window to another location than its default one. There is no compile error, or runtime error, the window just does not move.
  14. Hello! I'm trying to move the window of a process I create in my windows forms application. Here is my code: [code] [DllImport("user32.dll", SetLastError = true)] private static extern bool MoveWindow(IntPtr hWnd, int X, int Y, int nWidth, int nHeight, bool bRepaint); helpProcess = new Process(); helpProcess.StartInfo.FileName = "Help\\help.chm"; helpProcess.StartInfo.WindowStyle = ProcessWindowStyle.Normal; helpProcess.Start(); MoveWindow(helpProcess.MainWindowHandle, 600, 600, 100, 100, true); [/code] Thank you!