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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.

jniblick

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  1. I am looking for a basic idea for a command line text parser. I am really just looking for a basic idea for now and I will build upon it as necessary. You have helped me all to that extent and for that I thank you.
  2. I am looking to build a very simple command line parser that will work in a similar manner to that of Zork and take input from the player and respond without the need to hard code all the different possible outcomes. I want to build something very simple that breaks down the string into tokens and then compares those tokens to words that the game recognizes. I do not know how to do this.
  3. I have been working for a little while now on a text based adventure game in the vein of Zork, and I have gotten to the point where I need a text parser. I naturally went online and looked for a tutorial on building one, but I came up short. I was dearly hoping that someone here could give me the basics on building a text parser and help me get my project going. Thank you.
  4. Thank you all for the helpful information.
  5. Will I still be able to develop and release DirectX Games using DirectX SDK 2010? Will there be any compatibility issues?
  6. I'm sure that this is a simple explanation, but I really need to know how one would go about installing the new DirectX SDK. I was reading on the MSDN Website that the DirectX SDK is now included with the Windows SDK. How do I go about installing the DirectX libraries into Visual Studio 2010?
  7. I am a seventeen year old game designer who is looking to break into the field. I have experience and I am starting a project on Kickstarter to raise some money for project fees. I need to raise this money to cover things like Visual Studio Pro, a Mac, in order to release iPhone games, etc. I don't have a url for my Kickstarter project yet because they haven't green lighted it yet. I am simply trying to build enthusiasm and possibly sway people to my side.
  8. I didn't even realize it was possible to submit an app to the appstore unless you had written it in ObjectiveC. Did you use some sort of conversion or straight C++ code?
  9. I believe that this post belongs in the Game Programming section of the forums.
  10. I am thinking of using a 2d array in the style of... [CODE] char mapBuild[4][4] = {{###$},{####},{##@$},(##$#}}; [/CODE] I don't know what kind of code I would to print that array onto the screen.
  11. The best way to start programming games is by buying a book on the programming language of your choice and reading through it. I would suggest Python or C# because they are both fairly easy to learn and fairly powerful. There are also multimedia libraries available for use for both C# and Python. You should begin by building basic console games and slowly work your way up to more challenging applications like those involving graphics and simple AI. From there, the sky is the limit. You can learn C++ for a little added flexibility or keep working with the language you already have learned.
  12. I am working on a rogue-like RPG and have come to the point where I want to display a map. My first idea was to use a multidimensional array of characters, but I don't know how I would display them and Google hasn't been helping. I am wondering if there might not be an easier method.
  13. Thank you all so much for the help.
  14. I tried including the string header, and got the same error message.
  15. Can someone who knows C++ better than I do please read through my code and tell me what I'm doing to keep getting this error. [CODE] #include <iostream> using namespace std; string nameCharacter(string name); int main() { string charName; cout << "Hello world!" << endl; cout << "Please enter your character's name..." << endl; cin >> charName; return 0; } string nameCharacter(string blankName) { string charName; charName = blankName; string endCharName = NULL; if (charName != NULL) { endCharName = charName; return charName; } else { cout << "Error" << endl; } } #include <iostream> using namespace std; string nameCharacter(string name); int main() { string charName; cout << "Hello world!" << endl; cout << "Please enter your character's name..." << endl; cin >> charName; return 0; } string nameCharacter(string blankName) { string charName; charName = blankName; string endCharName = NULL; if (charName != NULL) { endCharName = charName; return charName; } else { cout << "Error" << endl; } } [/CODE]