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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.

MindFlayer

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  1. Have you ever considered using Java for your projects? I find C++ incredibly burdensome for hobbyist game programmers and always cry a little when I see it used when it's not really needed. There are some really good opensource IDEs for Java such as Eclipse available for any *nix, 3D engines such as JMonkeyEngine and so on. And it's cross-platform of course. :) I'm just trying to say that there are easier alternatives to this horrible autotools/library/C++ mess.
  2. If I were to start creating a new game, I'd probably go with one of these :) Python : PyGame C# : XNA Java : jMonkeyEngine
  3. I used glSDL in a previous video engine of mine and it really helped with my frame-rates (went from around 50 to way over 300). Basically, the library wraps most of the SDL rendering functions into OpenGL ones so you don't have to modify any of your earlier code. Unfortunately, the library is no longer actively developed but I guess you should still try it out. here's a linky.
  4. Any program can do *bad* things even if not classified as a virus. Since you're posting here for the first time and you're recommending us to use an "online virus checker", I too got a little suspicious. Maybe posting some screenshots would gain you more trust ^^
  5. Nintendo World Cup for NES It's brilliant when played with some friends and/or alcohol. And the graphics... Man! Look at those eyes! x_X
  6. Chrono Trigger, Nethack and Natural Selection.
  7. Quote:Original post by Elevens Wish Granted, but in your desperation you paid way too much for it. I wish for nothing. Nothing happens. But shortly after, you realize that you've just wasted a wish. I wish for a blessed +2 gray dragon scale mail.
  8. Quote:Original post by agi_shi Does anyone know how to tell KDevelop where to look for SDL? Because right now I have to use SDL/SDL.h, which isn't all that great. I'm afraid that's the most portable way to include SDL. :)
  9. Quote:Original post by tufflax Start here! :) Is it just me or is this stuff somewhat outdated now? :/ I mean, just look at this: "I want to make my DirectX game in 16-bit"
  10. The above spaceship looks like a....
  11. I believe you have to install DirectX SDK to get DirectDraw (ddraw.h). It _should_ be available in all of the modern SDK versions for backward compatibility. Anyone correct me if I'm wrong... Linky
  12. Quote:Original post by TEUTON Why do always non-static const and non-static reference data members need to be initialised in initilisation lists? Because both are designed to be types that cannot be changed in the code, only in initialization stage (and that's exactly what the initializer list is for!)
  13. Quote:Original post by Kevinator Java's been really pissing my off *a lot* lately. Not everything is appropriately modeled by a class, dammit! How about this? [grin] class SomethingNotModeledByAClass { public static void DoSomething() { } }
  14. Wow that sure looks nice! Thanks for sharing this info with us :) Now I've began to like Java even more.
  15. You should close() the ofstream when you're done with it. Otherwise it may not save anything in the file and therefore you end up reading 0 bytes from it later.