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      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.

nikgastovski

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About nikgastovski

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  1. I got Eror(]No matching signatures to ... )with this code. why it's not working? class IInt{ ... virtual void regFunctions(asIScriptEngine*_engine)=0; ... }; class Core:public Iint{ ... virtual void regFunctions(asIScriptEngine*_engine){         Warning("regFunctions");         int r;         //         //!Logging         //         r = _engine->RegisterGlobalFunction("void LogPrintf(const string val)", asFUNCTION(ScriptLogPrintf), asCALL_CDECL); assert( r >= 0 );         r = _engine->RegisterGlobalFunction("void Warning(const string val)", asFUNCTION(ScriptWarning), asCALL_CDECL); assert( r >= 0 );         r = _engine->RegisterGlobalFunction("void Debug(const string val)", asFUNCTION(ScriptDebug), asCALL_CDECL); assert( r >= 0 );         r = _engine->RegisterGlobalFunction("void Error(const string val, bool val)", asFUNCTION(ScriptError), asCALL_CDECL); assert( r >= 0 );        }; }; class Engine:public Core{ ... virtual void regFunctions(asIScriptEngine*_engine){Core::regFunctions(this->mASEngine)} } };
  2. [b]LibName: Squal[/b] [b]Russian Site: [/b][url="http://astralax.ru/projects/squall"]go[/url] [b]Samples: [url="http://astralax.ru/projects/squall/example"]Playing MP3 file(C++)[/url][/b] [b] [/b] [b][code] 1)Free 2)Simple API 3)support wav,mp3,ogg 4)Support Creative EAX™ 5)C++ and Delphi versions[/code][/b] [b] [/b] [b]Download: [/b] [b]1)Version [url="http://astralax.ru/download/programm/squall_1_48.zip"]1.4.8[/url][/b] [b]2)Version [url="http://astralax.ru/download/programm/squall_1_47.zip"]1.4.7[/url][/b] But all documentation and site in Russian Lang. [b]LibName:Caudio[/b] [b]Site and src(English): [url="http://sourceforge.net/projects/caudio/"]go[/url][/b]
  3. Hi,guys I'm a novice in shader programming,and i have some problems with porting shader on sdk 2010 from 2007 fragment: [code] float4x4 textureProjection = {1,0,0,0, 0,-1,0,0, 0,0,0,0, 0.5f,-0.5f,0,1}; float4 GetSpotProjection(in float4 Pos, in float3 LDir) { float tileVal = tProjectionTile/2.f; textureProjection[0][0] = tileVal; textureProjection[1][1] = tileVal; float4x4 mat2 = mul(LightProjection,textureProjection); return mul(LDir,mat2); }[/code] I get error x3025-"global variables are implicitly constant" [code]on fragment textureProjection[0][0] = tileVal;[/code] I not want use "compatible mode"(i want use new SM models),but i want fix this error,can you help me?-Thanks In this is moment I try compile in SM3 and SM2
  4. [quote name='Evil Steve' timestamp='1296661091' post='4768536'] It doesn't matter if it's an indie game or not, it's still illegal to pirate software. And advocating has earned you a warning level increase. [/quote] IMHO:\/ use abstract thought. if company not agree with use product in project they contact with team. If team need get Eval-they contact with company and in email agree with license/ correcting for individual Why you is very correct on Copyright? For Example: I have Unreal Engine 3 source ->i use this is engine only for my NOT commercical projects-this is my right,udk me not interested.=if i not get money=i not have problems-i dont have publisher,not share Engine src and etc. If i not right.please correct me
  5. [quote name='Madhed' timestamp='1296653144' post='4768474'] ...and illegal. I'm not sure about the forum rules but maybe you should stop promoting pirating around this board. If one can't afford to buy a product there are always cheaper alternatives out there. [/quote] [quote]-if your team get publisher-buy him. [/quote] For indie games it's not important-you not get money-no problems
  6. [quote name='sipickles' timestamp='1296643761' post='4768413'] [quote name='nikgastovski' timestamp='1296630658' post='4768364'] why not use gameswf/scaleform?[/quote] Thanks for the suggestions. I had come across Scaleform but its very expensive. Not heard of gameswf before. Looks good but not in active development - a bit of a turn off but I'll give it a try. Any others out there? [/quote] maybe you will use pirate edition?-if your team get publisher-buy him. Or you get evaluation kit-and will find keygen I dont know how in Europe,but In Russia it is normal practice
  7. OpenGL

    i selected OGL2-3.3 - in my Geforce9800, not supported 4x
  8. mmm,why not use gameswf/scaleform? i bad speaking English,and not all lines in message was reading