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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. Thanks! I'll definitely take a look at marmalade as well! The perks are very interesting ;)
  2. Awesome, thanks for the explanation.    I may choose to go with MonoGame as it seems like it would give me better practice and a better understanding of making my own engine. I don't mind spending the time trying to write my own since it'll be good practice!   Are there any suggestions between other than MonoGame or Unity? 
  3. Hey guys,   It's been a while since I've been doing game dev but I've decided to get back into it. I've mostly been doing webapps, and mobile apps but have done some game dev in the past.    I am looking at creating a 2D side scrolling game for Windows 8 and was wondering what engine would be best to do it in? I'm leaning towards either MonoGame or Unity. Any other suggestions are welcome   I'm pretty comfortable in developing in any language but may need to ramp up a lot with C/C++.    Thanks!  
  4. Pretty much what I want it to do is to reflect the objects around it but I'm not sure why it's not. I'm also trying to add textures and I don't really know why it's blowing up on me [code] g_pDevice->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX)); g_pDevice->SetFVF(CUSTOMFVF); g_pDevice->SetIndices(i_buffer); //endrender g_pDevice->SetMaterial(&teapot.material); g_pDevice->SetTexture(0, square.texture); g_pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12); [/code] This is what I'm using to render the cube but it just appears to be white. This is what I'm doing to create the material: [code] D3DCOLORVALUE white= { 1, 1, 1, 0 }; D3DCOLORVALUE black = { 0, 0, 0, 0 }; teapot.material.Diffuse = white; teapot.material.Ambient = white; teapot.material.Specular = white; teapot.material.Emissive = black; teapot.material.Power = 2.0f;[/code] As for the mirror the examples ive been was just 1 face. So like a normal mirror, but since I'm rendering a cube mirror all with different objects on each side will I need to have 6 different reflections and will I have to treat each face as an individual face. So like I can't just set the whole cube to be a mirror I'd have to make each face one.
  5. Hey guys, I was wondering if anyone could help with getting a cube mirror to render. Right now, I can only get a cube to show up and when I try adding the mirror to each of the faces, it doesnt work the way I want it to. Here's the code that I'm using to make the cube: [code] int GameMain::InitSquare() { // create the vertices using the CUSTOMVERTEX struct CUSTOMVERTEX vertices[] = { { -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, // side 1 { 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, }, { -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, // side 2 { -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, }, { -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, // side 3 { -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, }, { 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, }, { 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, }, { -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, }, // side 4 { 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, }, { -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, }, { 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, }, { 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, }, // side 5 { 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, }, { 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, }, { 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, }, { -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, }, // side 6 { -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, }, { -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, }, { -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, }, }; // create a vertex buffer interface called v_buffer g_pDevice->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX), 0, CUSTOMFVF, D3DPOOL_MANAGED, &v_buffer, NULL); VOID* pVoid; // a void pointer // lock v_buffer and load the vertices into it v_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, vertices, sizeof(vertices)); v_buffer->Unlock(); // create the indices using an int array short indices[] = { 0, 1, 2, // side 1 2, 1, 3, 4, 5, 6, // side 2 6, 5, 7, 8, 9, 10, // side 3 10, 9, 11, 12, 13, 14, // side 4 14, 13, 15, 16, 17, 18, // side 5 18, 17, 19, 20, 21, 22, // side 6 22, 21, 23, }; // create an index buffer interface called i_buffer g_pDevice->CreateIndexBuffer(36*sizeof(short), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &i_buffer, NULL); // lock i_buffer and load the indices into it i_buffer->Lock(0, 0, (void**)&pVoid, 0); memcpy(pVoid, indices, sizeof(indices)); i_buffer->Unlock(); return S_OK; }[/code] Also, for each face, would it require a seperate render function? So I'd essential have 6 different MirrorRender functions as opposed to just 1 and all 6 use it? Thanks in adavance
  6. Thanks for the replies guys and sorry for the really late reply I've been crunching away at the next step of my project. I did exactly what you guys told me and I wrapped the functions into method calls and got full marks! Thanks a lot
  7. Hey guys, I'm currently in a game programming course at my college and was wondering if anyone one could help me out with a few questions. Right now our teacher wants us to create a Win32/DirectX environment using C++. I'm having a really tough time doing that because I learned how to do Win32 API using C and not C++. If we use any C code or C coding practices, we'll get a mark of 0. I know how to do the DirectX stuff too it's just getting it all started that's killing me! Are there any tutorials you guys have that can help me out? I understand how Win32 works, I just don't understand how to get it to work in C++. Please help if you have any links or a "shell" that I could use just for the window it'd be great! Thank you so much in advance!