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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. As mentioned above, there are a few different package manager in use. You should at least support .deb, .rpm to target the most widely used distros (i.e. Ubuntu and Fedora). You can also provides packages for archlinux based distributions through the AUR.   For debian packages, I recommend using a PPA. There might be an equivalent service for building and distributing rpm but I personally don't know any (I am an arch linux user)     You do that with desktop entries: http://standards.freedesktop.org/desktop-entry-spec/desktop-entry-spec-latest.html. This will work regardless of the desktop environment.
  2. To open a new terminal from a python application you must start it in a new subprocess:   subprocess.Popen(['gnome-terminal', '-e'])   To communicate with the opened terminal you may want to use the pexpect library, it will help you write to the terminal stdin and get the terminal stdout.   That being said, I have no idea how you can retrieve an existing tty handle and write to its stdout.
  3. Maybe you could have a look at sphinx?   This is one of the documentation tool used for python but can be used for any other languages as long as you don't require automatic extraction.    You can create cross references in your documentation, you can even add custom domains to add support for DSL and the likes. You write your docs using restructuredText which is quite nice and easy to use (no to very little manual formatting).
  4.   What dependency are you talking about? AFAIK swig does not add any runtime dependency to your bindings, it's just a tool that you can drop in your project folder, you can even invoke it automatically whenever you rebuild your c++ project and have always up to date bindings. (note that I only used swig for python bindings, not C#).
  5. Another option is to use swig to easily write some C# bindings for your C++ core engine that you can use in your WPF editor (IMHO it's way easier than writing a C++/CLI layer).
  6.   No, one of the goal of embedding python is that you don't need to ask your user to install it on their system. Your executable is linked against the python library so you must distribute the python dll (and the microsoft c runtimes). That being said I've only worked with python 2.7 and do not know what dll you are missing in your specific case. You can always use the Windows Dependency Walker to find out the missing dlls.     Edit: What compiler did you use to build your game executable? It must be the same one as the one used to build python, wich is Visual Studio 2010 (if you downloaded the official python release)
  7. > Can anyone here recommend a simple way to play sounds files in python 3+ that works on WIndows and Linux?   You could also try PySFML (http://python-sfml.org/)
  8.   The python C api has a function just for that: PyImport_ReloadModule
  9. I am a bit rusty on embedding python but I think PyRun_String should do what you want if you pass Py_eval_input or Py_file_input for the start parameter.
  10.   Yes, because QtCreator and KDevelop support CMake projects natively, i.e. you don't have to generate anything. If you make changes in your CMakeLists.txt, those changes will be immediately reflected in the IDE.
  11. I would also vote for QtCreator. KDevelop is nice but not really suited to cross-platform development (not everyone wants to install the whole KDE on Windows)
  12.   Yes, foreach game in development, you will define a main function that your launcher will load and call.     As the name implies, shared libraries are shared and won't be loaded multiple times. More infos:   - http://stackoverflow.com/questions/8034579/shared-library-address-space
  13. As suggested by @mark ds, you need some kind of plugin system (i.e. you need to load shared objects dynamically).   Since you're on linux, you may use dlopen and dlsym to load a function from a shared object, see http://linux.die.net/man/3/dlopen (there is an example at the end of the man page)
  14.   May I ask you to open a terminal, run the following commands and paste their output here?   1) whereis libsfml-window   2) ldconfig -v 2>/dev/null | grep -v ^$'\t'     Edit: the error is probably that the sfml shared object ended up in a directory that is not in your ld path.