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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.

TimSarbin

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  1.     More progress  We've also got a website now at http://www.harvestrogue.com/
  2. I came up with the idea to do a harvest moon / rune factory style roguelike. It's in early development, but I've already had a ton of interest and a few contributors right off the bat. If you'd like to help or want to test, check out the github page at https://github.com/essial/harvest-rogue. Currently, it builds on mac and linux pretty easily. Windows builds will come next week unless someone decides to port it earlier. I'm trying to get as much feedback as early as possible to help ensurue the game is fun by the time it is completed. We also have a chat room at https://gitter.im/essial/harvest-rogue as well.   It's written in such a way that a graphical front-end can be built on top as well, as I plan on adding that to do proper windows support in the next week or two after more actual gameplay logic is done.    
  3. I'm thinking about working on a game project, and at first I thought about creating a github repo, but I know that these things never get contributors until something is completely usable (unless you get extremely lucky). So instead, I searched around github and found 5 other projects doing something similar. I contacted each of the repos (via the issues tab as there are no other easy ways to communicate on that site), and either got "oh we're just playing around" or no response at all.   Is there really even a point to putting something on GitHub? It seems only 1% of the projects actually gain traction, the other 99% are simply giving away free code with zero contributions.
  4. New question as I'm trying to use the new pointer features...   if I have in my class: std::shared_ptr<Scene> CurrentScene; std::shared_ptr<Scene> NextScene;   and a function like so: void SetNextScene(std::shared_ptr<Scene> nextScene) {    NextScene = nextScene; }   void Update() {    if (NextScene != null) {       CurrentScene->Finalize();       NextScene = CurrentScene;       CurrentScene = NULL;    } }   I set the scene like this: sceneManager->SetNextScene(SceneMainMenu::Create(settings));   Is this a proper way to 'flip' pointers?
  5. Yeah, I've done a lot of C so malloc/realloc/free is more natural to me than new/delete, and other C++y things. I also use C# a lot, which has GC, which is a very different beast. C++ feels like a weird middle of the road, not quiet C#, not quite C. I do realize references are pointers, as the only things that actually exist are 64 bit values (or smaller depending on the architecture). You can't actually represent "MyClass" as anything more than a pointer to a block of memory that contains atomic values (int/byte/etc) or pointers (struct/class/etc) as far as passing goes -- it just pushes a pointer to the object onto the stack before calling the method.   So I'll read up on smart pointers, but honestly at this point I might as well just stick with new/delete as it is closer to malloc/free that I'm used to.   Thanks guys!   [Edit] Yup I switch to standard pointers where it makes sense. I'll use visual leak detector and keep an eye out on things!
  6. I get C and pointers very well. But I'm trying to use C++ ~without~ standard pointers. It's working for the most part, but now I'm running into an issue: // MyInterface &something = MyDummyBase(); is defined in the header as a private member void MyClass::SetSomething(MyInterface &newSomething) {    something = newSomething; } MyInterface &MyClass::GetSomething() {   return something; } Now here's where it gets weird, from the caller:   1. myClassObj.SetSomething(AnotherClass()); 2. MyInterface &Value = myClassObj.GetSomething();   At line 1, it calls the constructor of AnotherClass (as expected), sets something to AnotherClass (again, as expected), then calls the destructor of AnotherClass (not expected)   At line 2, it returns MyDummyBase instead. There are no lines inbetween.   All I can think, is that it considers AnotherClass() out of scope now, and destroys it. But what confuses me is, how does it know to revert back to MyDummyBase? I'm trying to do the equiv of .SetSomething(new AnotherClass()), but without raw pointers.   I'm assuming I have to explicitly declare AnotherClass outside of the method, and use it directly in the SetSomething method, but what happened with this logic confounds me.   Any ideas?   [Edit] Nevermind... it's not a pointer, so it can only be set in the constructor. Dur...
  7. Both me and my wife are huge computer nerds. We have a 6 year old who is also on computers a lot. We spend a lot of time together, digitally, but also go on hikes and such every other weekend to get some 'fresh air'. As far as small children go, get good at multi-tasking. When mine was a baby, I would rapidly switch between coding and the baby (typically laying on my lap at my desk). Obviously I would take breaks to give the baby full-on attention, but when they are an infant, pretty much all they want to do is eat, sleep, cry, and poop anyway, and the skin-to-skin contact is tons better, IMO, then just putting them in a swing all day. The plus of this is, instead of arguing over who had the baby, it was arguing over me having the baby too much!   Also, play trance while coding, you can bounce him to the beat of the music, they love that :p   When they get a bit older and want to 'help', just give them their own mini keyboard that's not plugged in, it's super cute how they get excited when they 'help' you and get excited :D
  8. What I've done is purchased a 256GB SSD, installed all my main apps on it, but set my downloads, projects folder, steam game folder, etc to a 1TB spinny drive. Everything runs stupid fast. Having said that, windows writes tons of temp files all the time, and SSD drives are pretty smart about file placement on the physical media.   If you want to be extra paranoid, however, just have a massive spinny drive and run your projects from there.
  9. Decided to really sit down and learn node.js tonight. After 2 1/2 hours of playing with it, I was able to fully implement an MVC stack from scratch, including a razor-like view engine (thanks to the vash library and 2 lines of code) and display templates. Node.js is awesome!
  10. Well I think I have all my stuff in place. I'm going to do some final warmups before doing a small early sleep. I'm planning on running it from 8pm EST till at least 2pm the next day, but hopefully 8pm depending on how well it goes to that point :) It's going to be Essial on twitch. Hopefully I'll get some help and so that there isn't too much Fun early on.
  11.   Thanks, now I'm not so worried. I think my best bet is to get some in-place jogging and running in during my short per-hour breaks. With DF I can typically leave it running anyway as it'l pause on a major event. Going to be hard to lay off the caffeine though, I may mix it up with some water. And for food I'm just going to make some turkey sandwiches and some goldfish :)   With so much media sensationalism it's hard to separate fact from news sometimes.
  12. So for the first time in well over a year I'm a free man all weekend long with no kids and wife in the house. Since I work 4 10s this also means I have a full 3 day weekend. Incidentally, I've grown increasing active in streaming my Dwarf Fortress hobby (yes I run stonesense in the stream so mortals can understand what i'm doing). So I decided a while back that this will be the weekend I attempt a 24-hour dwarf fortress gaming marathon on Twitch. Being the computer nerd/researcher I am, I decided to read around and realized there's actually some pretty serious health concerns involved with this. The biggest thing I've read is that I should take a 10 minute break every hour to keep my heart/veins from imploding. Is there any suggestions for food/snacks/drinks that will help reduce the chance of dying while doing this?   I originally planned on getting a few 5 hour energy drinks, but I think instead a 6-pack of Gatorade and water may be a better choice.    
  13.   Totally unrelated to Direct2D, but it helped me find what I was really looking for: http://msdn.microsoft.com/en-us/library/windows/desktop/hh973240(v=vs.85).aspx   So thanks :D
  14. Finally got my computer hooked up at the new place.. Been moving heavy boxes for 13 hours and I just wanna sleep -_-
  15. I've gotten a grasp on initializing and using Direct2D for the most part. But for some strange reason (perhaps due to lack of knowing what it's called to find it in the msdn documentation), I cannot for the life of me figure out how to render images simi-transparently. I can get PNG images to render with their alpha channels honored, but I need to also be able to fade in or out images as well. Also on a (hopefully) related topic, is there a simple way to render a specific image with additive blending?   For the record I render images using the DrawBitmap() method of an ID2D1HwndRenderTarget with an ID2D1Bitmap passed in. C++ is the language of course.