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      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.

Justindano

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About Justindano

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  1. Mind = Blown
  2. Welcome to Game programmer's heaven.
  3. [quote] D3 in particular will probably be a nightmare for pirates to crack due to the amount of random encounters and items there is [/quote] Yes, it will be a nightmare and some people will lose hope about the crack if it doesnt appear in 2 weeks and they will eventually buy the game. Plus i wanted to share this link with you guys. http://me.ign.com/en/news/1057/Man-Dies-After-Playing-Diablo-III-for-72-Hours A man died playing diablo 3 for 72 hours, I am a diablo fan too, Just warning you.
  4. [quote] I like RPGs and might have been interested, but I wouldn't touch a game with this system with a barge pole. Aside from the server problems, and the principle, as covered in the article, there are other issues: what if I want to play in years to come when the servers are no longer running, or they pull the plug for other reasons? What if I want to play where there isn't Internet access? (PCs are no longer these things that sit on a desk all the time, and mobile Internet isn't always available.) [/quote] That's what this whole post is about. Single player mode requiring online connection? Seriously? I dont see this going anywhere but the fact is it definitely stops piracy as most of the dungeons, monsters, loots are stored in server side and not client side.
  5. Inspite of the annoying server problems of diablo 3, It has been turning out to be a good news as diablo 3 is going to be the future of Anti - piracy and it makes everyone buy the game. I read this article last night http://www.cracked.com/blog/5-reasons-diablo-iii-represents-gamings-annoying-future_p2/ And everyone believe that they are going to be following blizzard's routine of solving problems with piracy, This is good, for us programmers as we give our hearts in making games and people crack it easily, I wonder much and just hope this is future of gaming
  6. Yes, i just finished replying to a topic and when i tried to click my profile i saw this [IMG]http://i46.tinypic.com/sgl66a.png[/IMG] Is that supposed to be a bug or somewhat, I had two GDnet pages, one was community index and other was on some topic. Even when i tried to hover over other profiles i saw some profiles with this bug. Thanks.
  7. As far as the information given, Your game mostly sounds like Minecraft. Instead of mining things in the night, your plotting it with stealing things, By the way if i were going camping, i would go to a sweet and lonely place to enjoy the sounds of nature. But the idea of stealing becomes a problem here, Where would you steal stuff? No one is around you, You could plan like this,( This is just my opinion ). On day time you build your shelters and as time goes by it becomes night and you become hungry, So on the nights you try to hunt down animals for their meat and stuff and then cook it, eat it. And as for the challenges heres some i thought 1) Capture squirrels in a trap. 2) Hunt down animals within "this" timelimit. Probably keep an archery range to practice his / her archery skills and plot that as a challenge, 3) Hit bulls eye 3 times. Gather resources within the day time( Minecraft ) and 4) Make 6 torches for the night. Ideas innovate within you, Just sit back and try to build ideas from these 4 points. P.S if you think this game is a coincidence with minecraft, you can instead be sci-fi and give gadgets instead of resources.
  8. My suggestion on losing a point per down vote would be, There must be a range to lose points. Say - 5 or - 10. If you go more than that, You are not allowed to down-vote anybody, because there are some trolls who find it fun to down-vote everybodys post.
  9. I dont see any problem there. If i am right, Try passing the coordinates, width and height to the fourth parameter of the SDL_BlitSurface() function. [code] SDL_Rect rect = { 0, 0, 32, 32 }; SDL_BlitSurface(hello, NULL, screen, &rect); [/code]
  10. The problem is, the event is not processing properly, You need to check when the user clicks the button and quickly respond to it. Probably write a function to wrap the mouse intersecting and then check if the button is being pressed and if the mouse is on top of whatever object. [code] bool IsOnTop(int objectX, int objectY, int objectW, int objectH, int mouseX, int mouseY ) { if( mouseX < objectX || mouseY < objectY ) { return false; } if( mouseX > objectX+objectW || mouseY > objectY+objectH ) { return false; } return true; } //Then while handling events.. //Store a variable for the SDL_BUTTON_LEFT key const Uint8 Button = SDL_BUTTON_LEFT; //While handling events if(event.type == SDL_MOUSEBUTTONDOWN ) { if( (event.button.button &Button) == Button && intersects(Buttonrect.x, Buttonrect.y, Buttonrect.w, Buttonheight.h, event.button.x, event.button.y)) { return true; //Do the things you want when the mouse is clicked here. } } } [/code] [quote] And another question while i'm anyway starting a thread. Do i really have to pass in the screen surface to the button. Are there no way to make the screen variable global somehow. Seems dumb to do it this way [/quote] There is one way. You could pass [code] SDL_GetVideoSurface(); [/code] In the place of SDL_Surface* destination or whatever without making the screen variable a global one SDL_GetVideoSurface() returns a pointer to the current screen, i.e the main screen you set is returned as a pointer by the SDL_GetVideoSurface()
  11. Diablo. Max Payne 3. Gta 5. Bioshock Infinite. EDIT: OH and protoype 2 too.
  12. Show us the entire code, Where you call the function too.
  13. [quote] the only other viable product besides the Portal gun to come out of Aperture Science [/quote] You forgot the Boots
  14. Congrats. [quote] but there are also a boatload of dead links [/quote] Thats pretty much what i want to brag about. Try and fix all the dead links. And remember this, [i]Bad cop. No donut.[/i] [i][/i]
  15. Are you sure you took C++? You seem to be suffering with the basics. [b]?: [/b]is a conditional operator, What it does is, It converts the conditional expression into a bool and checks if it is [b]true [/b]or [b]false. [/b] [b]i.e [/b][code] (choice == -1) [/code] Checks if it is true or false; if it is true. It executes the first expression in this case it is NULL. If it is false, it executes the second expression, i.e &clips[choice]; In [i]Grammar[/i] Is choice equal to -1? If so then please take the value of NULL. Or else take the value of &clips[choice]; Simple.