• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

154 Neutral

About GameDweeb

  • Rank
  1. Why not create a date type point that will hold an x and a y value. The data type could also have your pointers for your list so it would like something like this: class point { public: int m_x; int m_y; point *m_next; point *m_prev; };
  2. I figured it out, not sure why it worked. I thought I tried this already, but whatever it works so I'm not going ask questions... <exec program="C:\Program Files\codeBlocks\bin\g++.exe"> <arg value="main.cpp" /> <arg value="function_one.cpp" /> <arg value="function_two.cpp" /> <arg value="function_three.cpp" /> <arg value="function_four.cpp" /> <arg value="-o imTheMan.exe" /> </exec> Just in case anyone else had the same kind of question, there's what I did to get it to work.
  3. My boss wants me to learn how to use NAnt to biuld a project... I'm using code blocks right now, since I don't have VS. I'm not sure what I'm doing wrong, I can get this project to compile using a batch file, and then I can get it to compile using NAnt to launch the batch file. But I can't get NAnt to biuld it without the batch file, I guess get NAnt to launch g++ nativley. The script I'm working with right now looks like this: <?xml version="1.0"?> <project name="NAntCompilerFun" default="CompileMeBaby" basedir="."> <description> A simple script to use NAnt to automate a biuld of a program </description> <target name="CompileMeBaby"> <exec program="C:\Program Files\codeBlocks\bin\g++.exe"> <arg> <path> <pathelement dir="C:\Documents and Settings\brandon scriver\My Documents\Coding Projects\NAnt Make\" /> <pathelement file="main.cpp" /> <pathelement file="function_one.cpp" /> <pathelement file="function_two.cpp" /> <pathelement file="function_three.cpp" /> <pathelement file="function_four.cpp" /> </path> </arg> <arg value="-o imTheMan.exe" /> </exec> </target> </project> I'm having trouble figuring out the NAnt documentation. Any ideas one what I should be doing with this would be much appreciated.
  4. I do notice a pattern with the order that the pieces move in. it woule be easy enough to extend it indefinetly. 1,2,1,3,1,2,1,4,1,2,1,3,1,2,1 etc. etc. I'm not sure what I'd need to write, seems like there'd need to be some if statements involved to get things to work right, but that might only be if I wanted to add user interactivity. Here's another question though... Can anyone help me understand the logic behind this: int hanoi(int n, int src, int aux, int dst) { if (n == 0) { return 0; } hanoi(n-1, src, dst, aux); cout << n << " " << src << " -> " << dst << endl; hanoi(n-1, aux, src, dst); return 1; } I put some stops in and tried to follow the logic through the debugger, but I haven't had much luck in following the logic. I think if I can understand this more clearly I should be able to come up with a solution for the previous problem.
  5. I've got a progam that looks like this: int hanoi(int n, int src, int aux, int dst) { if (n == 0) { return 0; } hanoi(n-1, src, dst, aux); cout << n << " " << src << " -> " << dst << endl; hanoi(n-1, aux, src, dst); return 1; } I can't seem to get a handle on how the logic works, I've got a basic understanding of how recursion works. I just can't figure out how to follow the variables that are being passed around from call to call. Can anyone help?
  6. Okay, so I've got this problem in my programming class. I've got to come up with a non-recursive solution to the Towers of Hanoi. I'm getting stumped, I see a vague pattern in how you move the disks, depending on whether it's an odd or an even total. But I'm just not understanding what I need to do exactly. Any help in explaining what I need to do or what direction I need to look in would be much appreciated!
  7. Thanks for the demonstration! -Brandon
  8. Thanks everybody! Everything runs great now! Now I'm gonig to work on rewritting the whole thing so I can manage having health and some enemies running around! -Brandon
  9. Okay so i'm working on a text based game (seems to be a hot topic), I'm running into a problem. I have a class set up for room objects, and I've got a string to store a short description of the room. Then I try to define the object's properties and the compiler gives me some error about changing from one varibale size to another. Here's the code; class room{ public: /*Yeah I should have these as private, but I don't have any methods defined in this class yet*/ int roomNo; char roomDesc[256]; }; okay there's the class, everything compiles fine till I try to set the string as somthing. The way I'm doing this is: room world[SIZEX][SIZEY][SIZEZ]; world[1][1][1].roomDesc = "THE CENTER OF THE WORLD"; When that's where the error happens, what am I doing wrong? Thanks for any help -Brandon