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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 computerphysicslab

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  1. Yes, it is C++ my language. I will give a try to SFML. Thanks for the info.
  2. Oh, that is great! Thanks
  3. Hi all, the 2D game I am currently developing uses a lot of raster bitmaps, some of the very big. It is based on a scrolling window that shows a landmark in the background. The background must scroll too. So I need a fast way to refresh the background in every frame. Is it advisable to use some kind of BitBlit function to draw the background every frame? Is there any way faster to do this kind of panning of the screen? I have been googling searching for graphic libraries that let me do that fast. The game is meant to run under Windows. I have heard that DirectX could accelerate the BitBlit function by hardware, and even will let me rotate easily the other raster graphics of the game. Is that correct? Are there any better alternatives? Thanks in advance.
  4. Thanks. I find it easier the tile based map. I find some problems about the polygonal way. The idea is the landscape is big, around 10 screens of with from side to side. How am I going to manage a so big polygon? Using maybe some kind of editor that lets me to move every corner of the polygon from one place to another until getting the desired landscape? I guess that the polygon would be mainly like a big rectangle, but adding small triangles over the top side. So, the top side would be the floor. Is that correct? In that case, it would be like having just a set of triangles in several layers, each above others, until form like a big irregular star. I find another problem in both schemes, that the resulting surface is not smooth because of the corners. Probably I would like some areas to be smooth, like curves. Is there any way to smooth the tiles when joining, or the triagulum's corners? Thanks again.
  5. Hi, all, I am trying to design a 2D game that needs the screen to scroll from left to right and right to left according to the character movements. I want the floor to be a wrinkled surface with small mountains and cliffs, hollows, etc. What is the easiest way to create such a landscape and use it within a game? Which file format would be the best for storing this kind of maps/surfaces? Is it easy to implement collision detection between the character and the floor/landscape? Thanks in advance. Any hint would be appreciated.
  6. Thanks everybody. Actually I am thinking in getting into Visual Studio very soon and left Dev-C++. Regards.
  7. The same way as you may develop a graphical Win32 application with Dev-C++ just using GDI calls instead of DirectX or other libraries/engines, is it possible to play a wav sound file avoiding DirectSound/DirectX? Thanks in advance!
  8. For me, Urban Terror, a free multiplayer first person shooter, formerly based on Quake 3 Arena.
  9. Thanks for placing this message where it matches better. By the way, the game can be downloaded from here: CityUnderAttack.rar or here if you haven't a rar extractor: CityUnderAttack.exe Thanks.
  10. Currently I am working on a new game called "City Under Attack", very simple idea and implementation, extremely poor bitmaps (art is not my skill), but it is "runnable". Developed in C with Dev-C++. Here it is a new gameplay video I have just uploaded. Youtube City Under Attack gameplay [looksaround] I would like to hear critics, not necessarily good ones: I rather prefer sincere opinions. Thanks.
  11. All of your hints have been very useful to me. I conclude that using a resource editor is probably the best solution because the icon is also visible in the corresponding exe file. I am trying to encapsulate every piece of code related to windows and graphics into a kind of library (not dll) that is compiled apart. This way, I can use this library in every one of my projects and avoid having an exe and a dll as the distribution. This way, only exe file is present. This is important for me. But I have a problem here. As the graphics/window library is pre-compiled, I cannot use a resource file because the icon would change from one project to another one. And a resource must be compiled inside the windows library for the corresponding references. Probably there is some kind of solution, but I think I going to accept loosing the exe file icon in the windows explorer. My current projects are been developed under Dev-C++ and using a graphic library similar to SDL but greatly reduced and not dynamically linked, producing simple 2D graphics and bitmaps. Probably, my future is jumping to Visual Studio and DirectX, so all these problems will disappear, hopefully. Nevertheless, I am curious about SDL library users are also suffering the problem of a lack of icon at their resulting executables ... Thanks everybody.
  12. Thanks a lot to everybody here. Finally my application shows the icon I wanted. This is the final snippet of code I had to add to the application to get the icon replaced by another one, here: HICON hIcon = (HICON)LoadImage(NULL, "Setup.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE); SendMessage( hwnd, WM_SETICON, ICON_BIG, (LPARAM)hIcon ); SendMessage( hwnd, WM_SETICON, ICON_SMALL, (LPARAM)hIcon ); It works great. Thanks a lot. This GameDev Forums rock! Congratulations!
  13. Thanks. I have added this code to my source: (HICON)LoadImage(NULL, "Setup.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE); But the icon of the window doesn't change. How do I tell the window to use that icon once loaded ? Thanks.
  14. Thanks for your replies. I am using Dev C++ Bloodshed. Until now I have been able to avoid the resource management system of the compiler, because I would like it to be as much portable as possible. I mean, I would like to get my code for Dev-C++ and compile it directly under Visual C, for example, not changing anything ... I don't know if that is possible ... Once the windows is created I have tried to do: SetClassLong(hwnd, GCL_HICON, (LONG)LoadIcon(hThisInstance, "Setup.ico")); and SendMessage(hwnd, WM_SETICON, ICON_BIG, LoadIcon(hThisInstance, "Setup.ico")); unsuccessfully. I have also tried using "ico.bmp" but again unsuccessfully. Probably there is an easy way to do this. Should I give a try to the resource manager? What about portability issues then? I need advice here ... Thanks a lot.
  15. Hi, I am trying to change my windows application icon using this code: wincl.hIcon = LoadIcon(hti, "ico.bmp"); But it doesn't work. "ico.bmp" es a 16x16x16 bitmap Probably I cannot put there directly the path of the image. What should I do? Thanks in advance for any hint ...