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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 tetriarch

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  1. SDL

    this is your issue.. SDL's SDL_Texture struct is designed to be treated as a pointer only. Basically SDL dynamically allocates space in memory for that structure and returns pointer. So, you cannot dereference it. So basically if you created SDL_Texture *pSpriteSheet; then to load image in it, you call: pSpriteSheet = IMG_LoadTexture(renderer, "file.gif"); // behaves like (new) and later when you won't need it: SDL_DestroyTexture(pSpriteSheet); // behaves like (delete) Hope this helps.
  2.   Thanks for answer ;) ;) 
  3. Volturna: What technology do you use for this project? I mean, what language, what API and stuff? ;) Also, what platforms are your target?
  4. Oh, so many answers, haha. Thank you all, for responses.. I ll try to take the best of it. I think you answered my question quite deeply, thank you again. :)
  5. Okay guys, thanks a lot for help, I think that this pretty much solves my problem..
  6. Thank you Josh. So if I can remove design patterns of the list. Is there any source or article about OOP you would recommend? Probably considering C++ might be good.   Thank you.
  7. Hi, I have a question. Whenever I try to develop a game, I end up with problems in software design which I am usually unable to fix. So I was wondering what could or couldn't help you until I stoped at "design patterns". Are they crucial for a beginner in game development area or not? What would you recommend to read to learn about software design or OOP in this case?? Thank you for answer,   Tetriarch
  8. Well this is just sad.. This is game development site with chat room and the room is so unfriendly to code. If anybody asks for help there and people are willing to help, they almost cant write even single line because of this..  Imagine showing example with std::vector and it throws such mess..  There are buttons for bold italic or underlined text, just adding code button there would be such an improvement... it cant be such deal for small snipets with 4 lines or something.. Of corse pastebin option too but I would consider pastebin for A4 page butnot for 2 or 3 lines..
  9. Thank you, this is seriously something I needed!! ;) 
  10. Well, to be honest, I have never seen any engine, I am quite problematic in making games.. I kinda have absolute zero experiences and knowledge in SW design.. So this cause me a lot of problems.. I had many times problems with rewriting whole projects so I actually stoped working on them.. But what you just described is a lot worth to look at it.. I'll try it then, Thanks a lot!!! 
  11. Frob ;) the way you speak of it as of SW design.. could you .. show me some small example of it? Kinda I have issues to imagine that without some pseudo code.. If you dotn mind of course... ;) Thank you..  And sorry for my english.. I know its not good.. English is not my native language.
  12. Its better to fight for being the 1 than remain a 0!
  13. Okay, so to pour some clean wine... That code Alpha provided here is mine.. for my hopefully upcoming game Neon Flyers. Well we were discussing about Getters and Setters, and  I showed my code to Alpha and in this way he "overrunned" me and posted the code here.. That is okay but.. Id like to understand why in these modern ways of C++. Making getters and setters is not such a good idea for private members.. Well I understand that pivate member with public get/set methods is like having it public. But I always was taught my online tutorials etc.. that members in class should always be private or protected, if they are inherited. So my question is how to work with it.. and how to avoid messing with get/set methods in such quantitive way as I have above.   As I see all your answers here it might be good if you had access to whole project but... project is in rewriting process, old repo is down, new has been made..  But true is that there already might be some misstakes done - considering to your asnwers here. https://bitbucket.org/Tetriarch/neon-flyers/src/9d05dd46d60c1f0a0ed32ed2aaf8997cf5ecbc40/neon-flyers/?at=master I see the fact that I have done wrong decision, messed responsibilites of enemy class etc..    Well to be honest with such answer, which I dont claim is bad, because it ain't I have a bit problem to deal in matter of imagination how such code should look.. So I am asking whether there can somebody at least in some diagram or pseudo code show me how could I achieve that? So the project would be more object oriented??  Thanks a lot for help, Tetriarch.
  14. Failing all the time.