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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 Devil0150

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  1. I'm trying to emulate a gameboy, but it plays a little too fast. This how I'm doing my timing inside the main loop. if (cpu.T >= CLOCKSPEED / 40) // if more than 1/40th of cycles passed {     // Get milliseconds passed QueryPerformanceCounter(&EndCounter); unsigned long long counter = EndCounter.QuadPart - LastCounter.QuadPart; MSperFrame = 1000.0 * ((double)counter / (double)PerfCountFrequency); LastCounter = EndCounter;         // if 1/40th of a second hasn't passed, wait until it passes if (MSperFrame < 25) Sleep(25 - MSperFrame); cpu.T -= CLOCKSPEED / 40; } CLOCKSPEED is the cycles per second of the emulated cpu (4194304) cpu.T is cycles passed.   I'm using Visual Studio 2013. I even tried switching to C++ and using steady_clock but nothing changed. What could be the problem?
  2. Ok I'll look for it myself. Thanks
  3. I fixed it. I had made just a simple mistake. I had forgot to put the .jpg files needed in the same folder as the exe. What about the two dll files. Is there any way to build/link the program so I don't need them to open the program?
  4. Hi,   I made a simple 2D game using the allegro library. When I run it inside Visual Studio, it works fine, both in the release and debug builds. But when I open the exe file in windows explorer I get an error message: First it said: "The program can't start because allegro-4.4.2-md.dll is missing from your computer. Try reinstalling the program to fix the problem." So I pasted that file in the same folder as the exe. And I got the same error message, but for another file, "libgcc_s_dw2-1.dll". I pasted that file in there folder too, and started the exe again. Now, a blank window opens, and I get an error message: (Project2.exe has stopped working. Close program or check online for solution).   What do I do with this?
  5. Yes, those mainly, but if possible also other phones that can also connect to the internet through wifi, not only through the sim card service provider. I realize that's probably impossible, so I'm looking for the solution that works on most platforms.
  6. Thanks, that might work, but does it only work on Android or all phones that support wifi?
  7. Hi, I just started trying out J2ME but I can't find a way to do something. If the phone is connected to my modem wirelessly, is there any way I can get the modem's MAC address in the application?
  8. Thank you all for your replies. I'll try adding the AI in the pac-man game and then I'll continue with the platformer and the RPG.   I forgot to mention I already made a simple level editor. But I save the level in text files with one digit numbers to represent different tiles. What could be a better way to do this if I need more than 10 tiles and can't use numbers? Should I use characters or save it in some other file format?
  9. I have learned C++ and Java (I prefer C++). I made some simple 2D games with the allegro library (pong, tetris, space invaders, pac-man without the AI). And now I'm a little out of ideas to try. I think I need some more practice before trying to make an RPG game or getting into 3D. What should I try next? A new language? Some other game? Learn more on a specific aspect of game programming (AI, sprites, animation, audio etc).   EDIT: Is there any website similar to projecteuler, but for game programming?
  10. Ok I'll try the latest one I can find on the MinGW website.
  11. Yes I'm using MinGW. I didn't know it doesn't suport c++11 threading yet. I'll try something else. Thanks
  12. I wanted to try out the new std::thread in C++11 in Code Blocks and I'm not sure if I'm doing it right. This is the code: #include <iostream> #include <thread> void foo() { std::cout << "\n thread started. \n"; } int main() { std::cout << "starting thread"; std::thread thr1(foo); std::cout << "waiting for thread to finish\n"; thr1.join(); std::cout << "done!\n"; return 0; }   At first I got some kind of warning that I had to use a compiler flag (-std=c++11), so I did. And now I get 'thread is not a member of std'   I'm using GNU GCC compiler on windows 7. What should I do?
  13. I found what was wrong. In the link libraries list, I had included all the libraries in the MinGW\lib folder. I am used to doing that, I can't remember why, and I didn't have a problem with it before cause I haven't work on a console project with iostream for a long time. I removed all the libraries from the link libraries list and it worked fine.Thx
  14. The compiler and linker for dynamic libs is mingw32-g++.exe The linker for static libs is ar.exe Don't know if these are necessary: debugger: gdb.exe Resource compiler: windres.exe make program: make.exe
  15. I tried compiling from the command line with the example you gave me and it worked. Yes, that compiler came with Code::Blocks.