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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 Gaticus

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  1. Go ahead and start learning SDL. As long as you can figure out how to link the SDL libs to your app, the actual code for working with SDL is quite simple. I wouldn't suggest SFML for a beginner. You need tut's. As for DirectX or OpenGL. I think you should leave those for now. You should have some fundamental knowledge about graphics and programming before you tackle those. Stick to 2D with SDL and you will have enough to keep you occupied for many months, years even. 2D graphics will give you (some of) the foundation for moving on to 3D.
  2. I didn't mean you should change your tools right now, but you should COMPLAIN to your school/teacher about having to use Dev C++. You have paid for them to train you. They are not doing you any favors by teaching you with obscure technology. PS. google for 'how do I install SDL_gfx with Dev C++'
  3. Maybe use a linked list instead of an array. edit: Actually, re-reading the question. I think this is just a matter of tunnel vision :) It sounds like you are thinking to just preallocate an array of structs. Instead you allocate an array of pointers to structs (or object instances). It could be a void* array. A linked list would work too and would probably be better in the long run anyway. I just wanted to point out that it's not so different as it seems.
  4. I would urge you to try to convince your school to adopt a better IDE. VS2008 is free and is much more standard than Bloodshed. Another one is Eclipse. For SDL programming, you don't even need an IDE. My inclination is to say that if your teacher knows what they are doing, it shouldn't matter much what editor you use. They should be able to inspect your code with any text editor. No IDE is required.
  5. You need to explain more. Your map just looks like a color pattern.
  6. Quote:Original post by adder_noir I've had quite a good introduction to DirectX as that's where I started learning C++ - weird route I know but it's a long story! Unfortunately it's not weird, but it's a steep learning curve. You have to experiment with what interests you though. Nobody is interested in making 1000 variations of hello world :) Quote:Original post by adder_noir Hitting windows stuff though has been like being introduced to real man's programming and as you say I am finding it very difficult. I'd say it's more like peering inside an insane mans brain. :P The biggest headache about windows programming is that there is so many different ways to accomplish the same thing. This is the same reason why I don't recommend relying on books as a primary source. They are by nature, always dated information and offer you only a single perspective. Quote:Original post by adder_noir I don't have much if any choice at the moment I simply have to go on I'm not at a time in my life where I can back off something because it's hard. I did not mean you should give up, certainly not. I mean you should reconsider your learning path. Sometimes it's faster to go around the mountain than over it. There is nothing that demands you use OOP to learn windows programming for example. IMO, C++ is just alot of boiler plate and abstraction when you are still trying to learn core programming concepts. Same is true about windows dialog's and resources. As well, callbacks are not specific to windows programming, or C++. You can experiment with them without having to confuse yourself with DX and GUI code at the same time. Just try to simplify whatever it is you are trying to examine. What is the simplest code you can make to demonstrate the concept you are experimenting with? This is an essential practice for programmers. For learning, for development and for debugging.
  7. The metanet N tutorials are excellent. That's how I got started with vector math and collision detection. The little ragdoll physics in N is really cool :) It's still not clear what you are asking about though. You seem to have a good grasp already. Yes, you would need an array or some other form of list for your sprites so that you could iterate them all. It depends on your own implementation. It could be a basic, linear array or it could be some form of hierarchical list, like a binary, quad or octree. It could be a linked list. Or some combination of.
  8. Download the MS SDK and learn to use the documentation. It's worth 100 books on windows programming, not to say that Petzold book will not be worth your money. It definitely is. You may want to get a book on C/++ programming though first and lower your ambition slightly. Not to insult but being frank, you are still battling with general programming, but you are attempting to understand a pretty complex bit of code. Windows programming is a challenge to learn for practiced programmers and DirectX is just (alot) more fuel on the fire. Take a step back and work on developing your general programming skills further. Callbacks are a fairly advanced concept, so I would not expect you to 'figure it out yourself', but given the complexity of the code you are asking about, I would expect you to know how to lookup definitions in your source code or API documentation for things like WM_INITDIALOG, SendMessage, BM_SETCHECK, BST_CHECKED and INT_PTR. This tells me you aren't quite ready for Windows programming, definitely shouldn't be confusing yourself with DirectX yet and maybe you should even avoid C++ for now and stick to C. SDL is a great way for you to get wet without having to dive in head first. It is FAR simpler to deal with than Windows GUI and DX, and cross-platform too as a bonus. In any case, I strongly suggest you hone your search-fu and accept the fact that the internet is your best source for information to learn programming. If books are how you learn best, that's great but they do not even come close to the value and breadth of all the info at your fingertips. I apologize if this all sounds like an attack. It is not, but hopefully constructive advice for you. I'd be happy to help you in the right direction if you send me a private msg, but it is pretty clear that you are biting off more than you can chew with the code you posted. Merry Christmas. Cheers!
  9. It depends on your game. Is it 2D or 3D? If it's 2D is it tile or vector based? If it's tile-based, then you only need to test against the tiles that the player is touching. If it's vector-based 2D or 3D, you pretty much have to check against all objects, but there is different ways you can check. You can start with faster, more generalized checks and work your way up to slower, more precise checks as you filter out objects by using different collision tests.