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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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About jdehaan

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  1. I have mainly been a Windows user/developer most of my life. Recently I have started to use Linux almost exclusively for both general purpose use and development. I'm a little worried that I might be trying to run and distribute programs and such in a way that too much resembles Windows knowing full well that things are done differently on Linux in many ways.   Is there a good source for best practices for building, running, and distributing programs on Linux? And likewise, is there similar information for other OS's like OSX and perhaps even Windows as well?
  2. Hi Devin, and welcome to the forums!     First off, I just want to say that making a game is a lot of hard work, and very time consuming. If you are unsure that it is something you are willing to put in the time for, then it is possible that game development just isn't for you. If, however, you are dead set in following this goal, then stick with it! It takes a while, but evenutally you'll start to feel the groove of working with code and things will be a lot easier.     My suggestion would be instead of trying to learn the language, just learn a language. Hell, learn 2 or 3.You'll find you like some better than others, and you'll start to develop your own style for writing code. The important thing is that you learn programming. I started out with python as a first language and I usually recommend that to people as a first one too, but there are many choices and you are going to get different answers from different people. Game development can get very complicated, so it's important to learn the fundimentals of your tools and enviroments before you jump into actual game making.     There are many engines out there for every sort of language. You might even find that you don't need a full blown engine. Just focus on learning basics before you even think about an engine to use. Once you get that down and you have a better idea on how to put a game together, then you can start thinking about picking an engine if you still want to take that route.   I'm not sure what advice I can really give for this one. If making a game is something you really want to do, then you just need to have faith that you'll get it done. Try not to get discouraged when something doesn't work quite right, or if things are taking longer than you planned. A lot of games have lots of developers and they still can take many years to get done. What really matters is that you are having fun making your game!       One a side note, starting with a text based game is something you can jump into very quickly after diving into pretty much any language, and it can be a nice start to looking at how to put a game together.   Hope this helps, and feel free to ask for more information if you want me to expand on anything I said.
  3. If you are still having issues after going through everything JTippetts mentioned, it might be a good idea to post your problem directly to the SFML forums. They are generally pretty helpful with getting people up and running.
  4. Just thought I should add that it is probably a good idea to build everything from source as things have changed since the RC was released. Also, I read something about the SFML libraries not being compatible with the MinGW compiler that comes with CB 10.05 for SFML 1.6. I'm not sure if this is still something going on with the 2.0 RC. Interestingly enough I had trouble getting 2.0 working as well when I tried. I'll see if following the steps above work!
  5. This has a lot of basic information about 3D programming, but it should also give you some answers on OpenGL 3+ specifics. [url="http://www.arcsynthesis.org/gltut/"]http://www.arcsynthesis.org/gltut/[/url]
  6. This maybe? rBluePaddle.Right = rBluePaddle.Top + sBluePaddle.GetSize().x; rRedPaddle.Right = rRedPaddle.Top + sRedPaddle.GetSize().x;
  7. Hey guys! I'm fairly new to C++, but when ever I see something I'm unsure about I always try to figure out what's happening. I've seen this a couple of times, but never used it. [source lang="cpp"]type Foo() const { return stuff; }[/source] Why is it that the returned value should be a constant? Why wouldn't it be a constant already since in theory you shouldn't be able to alter it? I feel kind of silly asking this since I am not that new to programming and I feel like this is something I should know, so go easy on me!
  8. I can tell you right now that the code : sf::Sprite MySpriteName; MySpriteName.SetImage(image,true); Is not SFML 2.0 as Laurent changed the naming convention of methods to always start with a lowercase letter, and sprites take a Texture instead of an Image. In terms of things that are drawn, the Texture class replaced the Image class. The Image class is used for loading, manipulating, and saving image files which is why it still exists in the system. Basically, when you define a Texture object, that data is stored on the GPU to help speed up the drawing. An instance of an Image, however, is stored in local memory where it can be accessed and changed easier than if it were on the GPU.
  9. Are you new to python? This tutorial does state that it expects you to already know python basics.
  10. One of the coolest things about C#/XNA is that there are TONS of tutorials and examples on the web for pretty much anything you will want to do in/with a game. Like Kheyas said, MSDN and the XNA community are good places to go when you have questions. For example, [url="http://msdn.microsoft.com/en-us/library/bb203893.aspx"]this[/url] is something from the MSDN site and should answer a lot of your very basic questions!
  11. Hey guys! I recently stumbled upon the D language, and I really liked what I saw. I plan on learning the language for fun, but I was curious to see if there are any people out there making games with this spiffy language! Or perhaps just using it in general? I feel like the D language really has a lot of potential and wanted to know what others thought.
  12. [s]Now, I could be wrong, but I am pretty sure that everything the GameTime class returns is going to be an int. To get the correct elapsed time, I would instead get the milliseconds and divide by 1000.[/s] Edit: I was mistaken! gameTime.ElapsedGameTime.TotalSeconds; does indeed return a floating point number. Will continue to look at the code to see if I can see anything!
  13. Hey guys! I'm not new to programming, but it's been many years since I really used C++, and I don't think we even touched on pointers(it was in highschool). Anyways, I have some working code, but since I'm not a pointer expert I wanted to make sure that I was doing this correctly. Currently, I'm working on a small prototype for a game to kind of help me get some basic ideas down as well as help me get back into the way C++ does things. I'm using SFML and my question really applies to how I have my game screens set up. In each game screen, it holds a pointer to the RenderWindow so that when Draw is called the RenderWindow would not have to be passed before each frame is drawn. Since the RenderWindow will have its own destructor called all I do is set the pointer to 0. Is that all I really have to do? Here's some code just to be certain. This is not all my code, just the code in question. Like I said, I wanted to make sure that I'm doing this correctly. Everything compiles and it runs fine! tl;dr Is this an acceptable use of pointers? [CODE] class BasicGameScreen { private: //Window used for Rendering sf::RenderWindow *MainApp; public: void Initialize(sf::RenderWindow &App) { MainApp = &App; } void :Draw() { //drawing whatever MainApp->Draw(Background); MainApp->Draw(Sprite); } ~BasicGameScreen() { MainApp = 0; } } [/CODE]
  14. How about both! For a website, I would recommend [url="http://www.lucidchart.com/"]lucidchart[/url]. It's very smooth looking and they allow free accounts. For a stand alone program, I would go with [url="http://staruml.sourceforge.net/en/"]StarUML[/url]. Also free, and is a very cool tool once you get used to it. Not as sexy as lucidchart, but no limitations! Hope this helps!
  15. One weeks worth of posting crammed into a single post! Impressive! Back on topic: I agree with 6677 that you should definitely focus on programming first. It only makes sense. I also agree that python is a great first language. (it was my first as well) That being said, if you are using Unity or plan on using it I would say C# is the way to go. It's a great language and really not a terrible pick for a first language. There's tons of tutorials and tons of documentation for it.