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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.

KazenoZ

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  1. Right, so playtesting it is then. A little too early in development for that, but I'll keep it in mind. Thanks alot all of you(Upvoted everyone) =) By the way, though, the game is a traditional zombie survival game, not a tower defense. I'm mainly using CoD Zombies as reference.
  2. Hello, Well, here's an interesting theoratical question. I'm making a zombie game in Unity for school's finals projects, and I just started work on the wave manager script. Everything is going fantastically so far, but I was just wondering, since I couldn't find any articles anywhere online, how exactly do games typically plan their difficulty progression? How should I construct the formula to decide how many spawns should be on every wave? I could always go with a simple straightforward calculation of something like waveSpawns = wave*4, but that just doesn't seem right at all. I want to know what methods are usually used in zombie games, or even just any other game that uses similiar difficulty progression logic. Thanks alot for any input.
  3. Thanks for that, but I couldn't really find any sources to learn that at that were very easy to get into, any chance you know of somewhere that has peraphs some examples or tutorials? Or rather a library that does it easier? Thanks.
  4. Hello, I'm kind of new to networking, I've done a bit of it before, but only using .NET's classes which made it really really simple. Currently, I'm looking for a library for my game engine that will allow me to implement my multiplayer design(All the code is ready other than API code to send and receive info and manage the connections). I'm looking for a library [b]for native C++[/b] that matches these requirements(In order of importance): -Can send and receieve strings of text(I've tried looking into SDL_Net since my engine is SDL based, but that API only allows for transferring of set-sized values of data, but I can't know what the length of my strings will be, I need something that works like .NET's networking structure with the StreamWriter and StreamReader classes).-As high level as possible. -Is well documented, or has resources to learn from. -LGPL license, or something similiar. If not, then something cheap, as I'm low on resources... -Would be familiar for me to work with after working with .NET's TcpClient class. Yea, I realize that there probably is nothing that is this perfect out there, but if you know my requirements of it, you might know something that answers at least a few of them. Any other APIs that you could suggest would be awsome as well. Thanks alot!
  5. Sorry for the bump, but this thread is already down a few pages and the solution still eludes me, and I really need to learn something soon so I can tell where to take my project next. So, does anyone know anything?
  6. Hello, I'm sorry about this being a kind of a raw question, but I'm just not really even sure which direction is right to head at. Anyway, let me explain the problem; I have a game, written in C++/SDL for PC, and I'm looking at possibilities of integrating Facebook activity into it(Upload screenshots from the game, posting status from the game to your profile, etc), but I am quite baffled. The first thing I checked as a possibility, naturally, was if such an API exists natively for C++, but apparently there is nothing. The second method I came up with was to use Facebook's API for web using Javascript, or one of the other languages it supports, and call in a command from inside the C++ program to open up the JS app and use command arguments to manage automatic uploading. The problem I ran into with this one is that, looking at the documentation on Facebook's developer page, there is no way to automate the process, and they only have code snippets in which I'll require my users to interact with the uploader app themselves instead of letting it work behind the scenes so they could continue playing. Third, and this is one that I have not looked too much into because it just seemed to complicated to be feasible, is to create an applet using Java, or one of the languages Facebook supports for Facebook Apps, that will be launched using a command from the game's program, that app will already be on Facebook, so I'm atleast assuming that it'll have some access to status posting and image uploading naticely. The game's program will upload the request status or image via command arguments, and the app will work as a middlepoint between the game and your Facebook profile. Regarding this one, I have not checked much about the background of it, and honestly, I'm not even sure that passing command arguments to it would even be possible... So, that leaves me asking you guys, are any of you aware of a solution to uploading from C++ to Facebook profile? Are any of these ideas are worth pursuing? Maybe something else? Thanks alot!
  7. Meh, figured it out... I was making the call to SaveBMP from a point in the code before the screen surface was populated.. Created a flag trigger for it to be called after the flip, and now it works fine.
  8. Hello, Just found out about this nifty little function in SDL, letting you capture your screen, however, experimenting with it showed me that every time I try to use it on my main screen SDL_Surface, I always get the output file as a blank image at the size of the screen. The function returns a 0, so it was successful in its' own eyes. A Google search about it gave me nothing to work with =\ I'm not using OpenGL. Any information about this would be much appreciated. Thanks!
  9. Hello everyone, Kind of interested in this matter, and couldn't find anything official about it, so I was wondering what would people around here be guessing about it? I've been trying to make an application myself for a while, but ran into a wall about cross-platforming for iOS and Android as well as the ability to use contact information/networking? I'm not even sure what the definitions I'm looking for are for the mobile devices, as I'm kind of new in the scene(Been programming for PC so far). Would be nice to learn if what OMGPOP used for their game was publicly available, but if not, I could also really appreciate suggestions for engines/libraries I could use for the same effect? Thanks alot.
  10. Still haven't got this fixed, had to go with .wavs instead in the end, that did the job, but the final product weighed about 40 times what it was supposed to, and I lost the ability for fade outs that were neccassery. Still, this showed me that .wavs still worked with SDL_Mixer when .oggs didn't, so that's an important tidbit, I would say. Has anyone got an idea about this, as I'm still lost.
  11. Hello, I'm sorry for the tone of this post, but this is kind of really urgent, I have a project from school that is due tomorrow, and I just run into a pretty big bug. I use SDL in my C++ game, that uses the SDL_Mixer library for playing music on the various maps in the game, now, everything works fine on my computer, but once I try to run it on any other machine, I just can't hear anything. The files are fine and play well when I open them normally, all the .dlls are included and no error comes up, all the pathes are correct(Checking through console debugging), and all the files exist. I honestly have no lead to this, and I've been at it for hours now. Anyone experienced anything like this before?
  12. Right. So simple >< Thanks alot! And yea, it was in C++ .NET, since that's the language I was more comfortable at the time. I actually ported the whole thing to C# later for it to be Mono-compatible, but I'm keeping updates on both builds, you know, just to be on the safe side.
  13. The format of a line is ActionName: (parameter1` parameter2)PriorityNumber [CODE] //When we find our result, count would be just a number, but until then it's using the above format, so we'll check for that. while(count->IndexOf(")") != -1 || count->IndexOf( "End Case") != -1 || count->IndexOf("//") != -1){ //The various cases that aren't considered as proper results, so we'll push the item we're checking back in the list, and assign the //new item to the count variable. if(count->IndexOf("End Case") != -1){ pos--; count = listView1->Items[pos]->Text; mod--; } else if(count->IndexOf("//") != -1){ pos--; count = listView1->Items[pos]->Text; } else if(count->IndexOf("Condition") != -1){ count = listView1->Items[pos]->Text; mod++; count = Convert::ToString(Convert::ToInt32( count->Substring(count->IndexOf(")")+1))+mod); } else{ //When we finally found a proper result, we'll remove the action from it and store the number of the result alone in the count variable count = Convert::ToString(Convert::ToInt32( count->Substring(count->IndexOf(")")+1))+mod); } } [/CODE] The error occurs at the positions that say [CODE] count = listView1->Items[pos]->Text; [/CODE] Where the pos is decremented right beforehand. So if the last item was the first in the list, this will now be -1 and invalid.
  14. None taken. I probably am looking at a wrong approach here.. My problem is that I have a page of code that does some converting of strings into actions(It takes the string, extracts a part of it and goes through a if...else set of operations until it finds the appropriate function associated with it and calls it). The code is pretty lengthy due to a mass amount of possible actions(Around 15k lines of code). The code works well and is not a problem, but at a rather late part of the development a new bug had shown up that I didn't notice at earlier stages, inside the if case for each of these actions there's a call to the previous items in the list(The aforementioned ListView contains the items), but some are skimmed over by the program since they are not important to the taken action, the code then gives you the item number of the first item that does meet the criteria set by the program. The problem lies in that part, if the unimportant items are going from the selected item all the way through to the first item, the position returned would be -1, since I didn't include a checking state for that back then... Now, it's about a 100 actions in the code that have this issue, and I was looking for a quick fix for it, ie; overloading the operator to add the check inside it and push it to 0 if it's -1. Yes, there were many things I could've done to avoid this problem, and I would've designed the code differently today, but this was my first project in .NET and I was not very experienced with OOP either back then, so there's no need to point out at that and hurt my feelings =( So... Yes, that's the problem. So is there any quickfix solution I could apply here, or do I have to pay for my sins and go manually over it all?
  15. As far as I could see from the examples in MSDN extension methods aren't exactly what I'm looking for. And is it even possible to make an inheritor like that, considering that the ListViewItemCollection is a member of the ListView class?