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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 Tarkus

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  1. ummm, I know this sounds stupid, but is the file you're trying to open present in the location where the release build would be placed? maybe it's trying to open a file that's not there?
  2. My first game would be a 3D pong I wrote in C. However, my favorite game would be 'whippy'. You can try both of them at my website :D As far as chopper goes, that too was my favorite game... I wonder what happened to the author of that game...
  3. ummm, you could draw one in MSpaint or other platform equivalent...
  4. Did the linker say anything?
  5. Although I'm not the guru you're asking for, I would make every player just one class. you could derive a class for a human player or visa-versa. you could simply call a function which performs the AI... But I would go for the single class, that way you can expand the game to include as many players as you want. There are so many ways to make it, it's kind of hard to say...
  6. The SDL documentation mentions something about the SetEnv() function. It allows you to send SDL a handle to the window you want to use, thus, you can create the window via the API, draw with SDL, flip, draw with the GDI. here are the environment variables The one you might want is SDL_WINDOWID However, I think it'd be problematic drawing with both anyways.
  7. Ok, I've been working fervently on learning C/C++ as of late, so these questions might seem a little inane, so please bear with me. Ok, First off, I've been working with SDL. Now, I've written a function which loads a bmp and colorkey's the surface with the very first pixel, however, I'd like to be able to take the color of the bottom-left pixel instead... here's the problem. I have a pointer to where the pixel data is stored, but the data can be 8,16,24,32 bits in size. How can I get a meaningful value to use as a colorkey, and how would I get a 16 bit or 24 bit value when other data types are 8 and 32 bits? In general, how could I traverse a pointer by, say 8 bytes, and retrieve a long result? Ok, another one... This is something that probably comes second nature. What do you guys do in the event of a game pausing or a menu popping up on the screen where you still want to process the menu and mouse and pause screen, but you want to show the renderings in the back. Do you have a global variable that disables all objects from moving? do you take a screenshot and render that while the menu stuff is being done? I'll probably have more questions as time goes on. I truly appreciate any help.
  8. I was actually wondering the same thing as the original poster... What I think he means is, is there someway to clear the screen, much like the BASIC command 'CLS'. I know of an old trick where you could write directly to the video memory at 0x800 for monochrome and 0xC000 (I think) for color. However, I tried it, it wasn't pretty. I may have done it wrong though. It could be done with an old compiler, (any 16 bit compiler or DOS 32 bit compiler), or even look for a copy of PowerBASIC. But, that's not what the OP is asking for :D .
  9. Myself I would try game maker. It incorporates an objectified system with a full array of events and a C-like script. You can also use drag and drop actions in each event, however, I find it easier to use scripting in the events. Oh, and did I mention it's free. You can register it for the more advanced features or you can use version 5 which has no nag screen or crippled features. Game Maker Also, some of the games on my site are made in GM, just to give you an idea. My site GM is quite powerful with functions for every game related function. [edit] Hmmmm, how do I make links clickable...? [edit2] Nevermind, didn't know it was HTMl enabled