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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.

ScoreX

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  1. I'm struggling to see how you got a KeyError for this, unless you're doing something exotic ( in which case I'll need more code ).   Anyway, instead looping through a list and remove elements in the for loop, you should instead try one of the below: Loop through a copy of the list of bubbles, removing from them from the original list ( for bubble1 in bubbles[:]: ) Loop through the list using an iterator ( for bubble1 in iter(bubbles): )   Also, you don't need to set bubble_old = bubble1. When you remove old_bubble from the list, you still hold the reference to it ( old_bubble is referenced to bubble1 ). def touching(self, bubble, bubbles): for bubble1 in bubbles[:]: if self.color == bubble_old.color and dist(bubble.pos, bubble1.pos) <= 2 * BUBBLE_RADIUS: bubbles.remove(bubble1) self.touching(bubble1, bubbles)
  2. In the actionPerformed method of the ImageListener class, you are comparing the text of the event source to the JMenuItem object, instead of the text of the object.   Instead of if(imageName.getText().equals(image1)) { outputTextArea.replaceRange(descriptions[0], 0, outputTextArea.getText().length()); pictureLabel.setIcon(new ImageIcon("images/" + pictures[0])); } Try if(imageName.getText().equals(image1.getText())) { outputTextArea.replaceRange(descriptions[0], 0, outputTextArea.getText().length()); pictureLabel.setIcon(new ImageIcon("images/" + pictures[0])); }
  3. http://pygame.info/downloads/ lists downloads for 3.2 and 3.3   Are you sure you've setup the right interpreter in pycharm? It's easy to forget if you've got multiple virtualenvs on the go.
  4. The main difference is in the name... One takes place in real time, while the other takes place in turns.   In terms of programming, the difference is that for RTS you will need to be constantly updating/drawing. For TBS, you only need to update when something occurs e.g player hits end turn, so now we calculate the next AI players moves.   Have you played a Total War game? It's pretty obvious how they make use of both systems. The turn-based portion takes place on a large world map, where you move your armies and create castles/cities and the real-time bit is for battles where you fight on a smaller map with 2 or more armies.
  5. Looks like a good start   Just some feedback on your code style: For modules, classes, methods and functions you might want to use python docstrings instead of using '#'. A docstring is much more useful as any decent IDE can show it to you without you needing to visit the file to read the comment. It's generally not good python style to use import *. Better to import exactly what you need so there is no ambiguity. ( e.g, the "init" function in main.py, where is that defined? Is it pygame, random or pygrid? ( I know it's pygame in this script, but as your codebase grows bigger, you might want to provide your own init()  ) ) I know it's only a demo script, but all the "global" code in main.py would look a lot nicer grouped into a function ( or an if __name__ == "__main__" ), just to make it more readable. As it is, you kinda need to jump around to follow the code.   You don't have to take any of this on board of course, the code will work regardless. At work we develop primarily in python and it's great working with clean documented code when using 3rd party packages. These would be things I would be looking out for if I was searching for a python engine to use making a game.   All the best with this endeavour
  6.   Actually, AMD have recently added support for 4.3 http://support.amd.com/us/kbarticles/Pages/AMDCatalyst13-4WINReleaseNotes.aspx       I haven't tried the downloaded version, but the online version of arcsynthesis does have small snippets that are fully explained. Atleast, I did find it easy enough to understand, even when using it with OpenTK.
  7. c#

    He is talking about C# 5 which does exist as it was released with .net 4.5     As for which book to get, it's difficult to say. I would look at reviews for both and see what people have to say. Keep in mind that neither choice is a wrong choice. I would recommend going for the version 4 book ( it'll probably be cheaper ) unless the newer copy happens to teach it in a better way. You can always use web resources once you've finished learning the features in version 4 to learn version 5 afterwards.   As for Visual Studio versions, you can always use the latest Express Edition which will allow you to use features from the newer version of the language for free at http://www.microsoft.com/visualstudio/eng/products/visual-studio-express-products
  8. Its been a while now since I used Code::Blocks, but if I remember correctly, you need to press Ctrl+Space to open up the code hinting feature
  9. You could try this. Sorry for it being in C++, i'm not too familiar with C. But looking at it you will get the general idea I hope. [code]#include <iostream> using namespace std; int MenuOptions(); void DoMenu(); int main(int argc, char** argv) { DoMenu(); return 0; } int MenuOptions() { int option; cout << "\t1. Start Game" << endl; cout << "\t2. Tutorial" << endl; cout << "\t3. Credits" << endl; cout << "\t4. Exit Game" << endl; cout << "\t\t Enter choice: "; cin >> option; return option; } void DoMenu() { bool finished = false; while(!finished) { int option = MenuOptions(); switch(option) { case 1: //Start New Game break; case 2: //Start Tutorial break; case 3: //Credits break; case 4: finished = true; break; } } }[/code]