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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. So, the LuaGL we currently  have is not very suited for modern OpenGL, for example, use shaders. It has some pitfals regarding moving data **from** and **to** OpenGL, and an overcomplicated code. I'm writing a bind (which I'm using the same name: LuaGL) using only the functions describeds at the **OpenGL 4.5 API Reference Card**. My objective is to make it available for OpenGL 3.0 to 4.5. I will not put deprecated functions such "glBegin", "glEnd". So, to draw, you can use shaders.   I'm solving the problem of passing data to and from Lua-side with the implementation of two custom functions gl.DataToTable and gl.TableToData. With these two functions you can convert a table of vertex to a string (remember that you can store binary data in Lua's strings) and pass to gl.BufferData().   It is still a novice project, but is growing fast (I'm in dependence of this project to be done).   https://github.com/FelipeFS/luagl   Cheers, Gamedev's
  2. Just acomplished part of the "room tiling implementation" for 2D orthographic projection. I have four 2D projections to accomplish:[list] [*]Orthographic; [*]Isometric; [*]Dimetric; [*]Trimetric; [/list] I'm excited to start implementing the dimetric and trimetric projections. Few games use these projections(as far I know: SimCity, Fallout, and a PacMan). Also, the OpenGL implementation is done. [url="http://www.youtube.com/watch?v=tcJlSJyhNa8&feature=g-upl"]http://www.youtube.com/watch?v=tcJlSJyhNa8&feature=g-upl[/url] [img]https://lh3.googleusercontent.com/-ysCVtIdYrAA/T-YMPHucmXI/AAAAAAAABNE/v4WgHPsS0KU/s800/imagem.PNG[/img]
  3. For Pascal developers, I'm creating a new IDE for Free Pascal. It is called [b]DevPascal[/b], with the prefix [b]ME[/b](Machina Engine). The main features of the final version of the IDE are: - Multi-document interface; - Syntax highlight; - Auto complementation(create the body of a procedure/function or class automatically); - Auto complete. While typing, a box will show the possible words to use(variables, procedures/functions); - Auto indentation; - Auto backup; - Use of templates; - Browser for classes, variables, and procedures/functions; - Configuration of Free Pascal Compiler from the IDE; The IDE is not still able to use Free Pascal as compiler fully, but it is being implemented. The major idea was to make an editor, with a good interface. You can find updates and screenshots on my blog post: [url="http://pixeldeveloper.blogspot.com.br/2012/03/medevpascal-interface-for-free-pascal.html"][Blog PixelDeveloper][/url]
  4. The project [b]Machina Engine[/b] aims to develop electronic games, with non-delimited gender, with the support of an IDE (Integrated Development Environment) to make the development process easier and faster. However, unlike other IDE, Machina engine is being projected to be highly customizable, allowing the developer to make deep changes in Game Engine. The library is being written in Pascal(Object-Pascal) with the open-source compiler Free Pascal. At the current state of development, it is being implemented the program's ability to manipulate the content of games. This content includes:[list] [*]Classes; [*]Variables; [*]Sprites(2D Sprites, Vetoriais Sprites and 3D Sprites); [*]Pictures, Backgrounds, and TileSets; [*]Sound and Music; [*]Fonts; [*]Texts; [*]Rooms and Maps; [*]Scripts; [/list] This Game Engine is will offers an drag-and-drop interface to make 2D, 3D and vectorial games. [b]So far, the Game Engine Library has the following features:[/b] - Has its own script language(with one is not needed to learn); - Develop classes, with a hierarchical system; - Develop/Create sprites; - The sprite system is being constructed to be flexible. To make it able in the future to choice between a 2D, 3D, or a vectorial sprite - Create rooms, the maps of the game; - Has its own resource stream management. With can create encrypted(or not, if the user want to) storage files. - File stream management; [b]The IDE, so far, has the following features:[/b] - Can use the fully the script language system; - Create, manipulate, and destroy classes; - Create, and destroy sprites; - Create, manipulate, and destroy rooms(maps); - Manipulate the main project configurations, like screen mode, resolution, define with on is the global base class; [b]IDE Screenshots:[/b] [url="https://lh4.googleusercontent.com/-I89zWKtMo0E/T0haWJQz4vI/AAAAAAAABB4/xy44smiZuto/s1024/001.PNG"][Main window][/url] [url="https://lh5.googleusercontent.com/-nE2-j0q-UeA/T0hxMnzm3TI/AAAAAAAABCA/bXFs8isG0Y0/s800/002.PNG"][Frame - Class development][/url] [url="https://lh6.googleusercontent.com/-VhVxF8bZNEA/T0hxMdX0IpI/AAAAAAAABCE/JIj4ckNqSxc/s800/003.PNG"][Frame - Room/Map development][/url] This is it. I can say that the hardest part is over - the creation of a system to make interpretation of the script language. The others systems(with you can see in the left frame of the window) are still not done, but they will be easy to create(the management tools of these system will be similar - in a programming level - to the class management tool). You will find updates in my blog [url="http://pixeldeveloper.blogspot.com/"][PixelDeveloper][/url] [b]Thank you all![/b] I hope to "finish"(not literally, since I plan to update it constantly) this project this year! =)
  5. sorry. I put part of the code wrong. But I fixed it. Thank you for the answer.
  6. I want to convert the traditional way that the Delphi recieves the messages from Windows to C++. In Delphi, some components have the procedure: // Prototype inside a class procedure WMKeyDown(var Message: TWMKeyDown); message WM_KEYDOWN; // Procedure block procedure CLASSNAME.WMKeyDown(var Message: TWMKeyDown); begin // Code here end; But I don't want to traslate to this way: LRESULT CALLBACK WndProc( HWND Handle, UINT Message, WPARAM wp, LPARAM lp ) { switch(Message) { case WM_KEYDOWN: // Code here break; } return DefWindowProc(Handle, Message, wp, lp); } There is another way to traslate this code to C++, using some directive in the function prototype?
  7. The compiler is GCC(Code::Blocks).
  8. What's wrong with this program? It compiles, but when I open the executable, an error message is displayed. /* Program SetVideoMode */ void setmode13h(void) { __asm__( "mov $0x0, %ah \n" "mov $0x13, %al \n" "int $0x10 \n" "mov $0, %ah \n" "int $0x16 \n" ); } int main() { setmode13h(); return 0; }