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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. Quote:Original post by muffinhead I would but I thought that was like a trial, ends in the fall sometime and was for a limited time. Plus it's kind of hard to download Visual C++ Express edition when I am on a Dial-Up internet connection, and don't have high speed internet available in my area. I mean the Visual C++ Express edition is a whopping 300-500 megabytes and requires you to use a microsoft downloading/install utility, so you cannot download direct from microsoft's website, and use a download accelerator to speed up, resume the download, and simplify the process. 1. AFAIK Microsoft's offer of free Visual Express C++ edition is not time limited anymore, so it is free to download at all (but do not know for, I think I read an article somwehere but cannot remember where ) 2. In Germany there have been some magazines including a CD with Visual C++ Express, so you might look for this. 3. For the english version there is also an ISO image you can download (or a friend with a larger bandwidth) and burn on CD.
  2. Last post was me. ;-)
  3. Quote:Original post by Evil Steve You're not using the debug runtimes are you? I think I am not using them. But how do I determine for sure or where can I switch between them? Aren't they automatically used when I compile in release mode? Quote:Original post by Evil Steve I suspect that Clear() is failing for some reason I checking all return values (so also Clear()) for errors and write them to a log file. Even my brothers' log files look exactly the same like at my PC. (also the formats like dpeth stencil format, back buffer format etc. are exactly the same) And btw.: I have splitted my DirectX functionality into a *.dll which is used by the game, which I always provided in the actual form t my brothers.
  4. Quote:Original post by jollyjeffers Have you tried running via the reference rasterizer? I have checked reference rasterizer on my pc and it works ok.
  5. Hello! I am currently working on a breakout clone. I use DirectX 9 and for drawing 2D I use mainly LPD3DXSPRITE functionality. I compile under Visual C++ Express Edition. So, when I run the program everything works fine as expected. But on my brothers' machines it looks like this:
  6. Quote:Original post by vNistelrooy ..., but what use is it? I do not want to programme my own DirectX-Api. I just like to know how things work and I like sometimes to know the basics.
  7. [quote]Original post by Alex Baker Quote: and: the registers you need to activate higher resolutions with a linear framebuffer are also standarized. the full VESA spec. will tell you all this stuff. So, are all graphics cards compatible to VESA standard?
  8. I suggest getting Visual C++ Express Edition. You can download it for free from the Microsoft website. So you get compile and IDE out of one hand and it definitely works with DirectX ,-)
  9. Thanks for your great replies.
  10. Hi all! After a long time of not beeing active in this forum, I think I have now some time to go on with my hobby game programming. So, hello again... I come back with this question: I know (a little bit ;-)) about programming graphics in assembler vie mode 13h. And I know programming graphics with modern libraries (like DirectX). Butt what I am missing are some resources about the gap between these two (e.g. how to programme higher resolutions and on modern graphics cards) _directly_. Or in other words: How do modern libraries get access to the video cards? Any information or links about this would be great. Thanks in advance
  11. For all german speaking members here is a little how-to on my homepage, to get DirectX9 working with Dev-C++. English version will come soon!
  12. Hey! I got DX9 running under Dev-C++!!! I reimped all files (like said some posts above), but I had to mix up lib's I reimped with the ones from Dev-C++ to get it working. e.g. I had to use the "reimped" d3dx9d.lib and the "not reimped" dinput8.lib to get it working (not the other way round). So, let give me some time to check which libraries work together and I will post a little how-to here.
  13. Quote:Original post by Coder You'll need the platform SDK too. Of course. Quote:Original post by gufino2 That is quite strange...Everyone seems to have problems using directx with dev-cpp but I use it without any problems... Just download the free directX9 SDK from microsoft site and use it with dev-cpp, it works without any problems... I'm saying it just 'coz I USE IT THAT WAY :) Have you tried using anything out of DirectSound, DirectMusic, DirectShow or anything of the DXUtils functions? That is where I have trouble with, especially when I link against d3dx9.lib.
  14. So, CodeBlocks + Visual C++ 2003 toolkit compiler == Getting DirectX9 to work ??
  15. Does anybody of you have experience with Codeblocks?