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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.

.3lite

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  4. Awesome, LoadLibraryA was already in IAT (ctrl +n) as awell as few others I needed (obviously): Names in Eloadlib, item 252 Address = 0055B200 Section = .rdata Type = Import Name = &KERNEL32.LoadLibraryA Comments = CALL DWORD PTR DS:[0055B200] Names in Eloadlib, item 257 Address=0055B4D4 Section=.rdata Type=Import (Known) Name=USER32.MessageBoxA CALL DWORD PTR DS:[0055B4D4] Names in Eloadlib, item 82 Address=0055B118 Section=.rdata Type=Import (Known) Name=KERNEL32.ExitProcess CALL DWORD PTR DS:[0055B118] Thank you, I really appreciate your help [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  5. Pretty sure I didn't get all from your message so I will just ask: How to read functions and their address if they are in executable's IAT? If not, should LordPE allow me to add those functions to executable's IAT? It's kind of cool working with Ollydbg and It would be essential to avoid such problems in the future [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  6. Hi folks, so I was recently editing executable to load my own dll library and all I typed in Ollydbg to load library was "CALL LoadLibraryA". In ollydbg it is translated to kernel32.LoadLibraryA and everything works great BUT! It's somehow a temporary solution - when OS is rebooted executable won't run anymore, it will just crash. I'm pretty sure typing CALL LoadLibraryA is just making it somehow temporal address made by ollydbg and as far as it goes without restarting OS it works like charm. [img]http://img32.imageshack.us/img32/7001/clipboard02zq.jpg[/img] I had to do "SUB ESP, 4" to make stack "uncorrupted" for later calls where I've added JMP to my part of code (located in codecave somewhere) but it doesn't matter since everything works fine, dll is loaded and everything seems to be cool until next system reboot - executable won't load anymore (wrong LoadLibraryA addr to call). Any ideas guys?
  7. If I understand it correctly I should do something like this: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb174455(v=vs.85).aspx[/url] Let's say I got a surface, I render the whole map to that surface with normal scale of 1.0f and then tell the device to use surface and resize the whole surface using MATRIX and draw it - now here is the question, how to render surface fast? Without having to create new texture and copy the surface color data to it . Or... create a texture, get surface data from it - set the render target to that surface, set device to use that texture, use resize MATRIX and draw it. - it should work but it will be probably killer of performance
  8. Well, indeed it did fix the problem but that's not what I was looking for: 1.Anisotropic, linear looks way better in this case - as it should while resizing the sprites 2. It does fix the problem but animations while moving the character are still affected (tadam, - our floating point single precision problem). I would be glad if we could find another way. Anyway - D3DXSPRITE_DO_NOT_ADDREF_TEXTURE doesn't seem to be defined - I've used 1 << 8 instead of that but the screen is black, there are no sprites.
  9. [quote name='YogurtEmperor' timestamp='1318813730' post='4873286'] According to your code you are using a scale of 1.5. Not a whole number. How do whole numbers look? What you are seeing could be caused by any number of things. #1: You could have slightly off X/Y coordinates when you render the sprites. -> Could be due to integer rounding errors. #2: You could have slightly incorrect cell parameters. Be sure each cell starts at exactly a 32×32 boundary and is exactly 32×32. If off even by epsilon you will get these artifacts as you zoom in. Are you sure point sampling did not help? Because it is very clear that it is sampling the next texel up (or down) on the texture. Why not give an example of where the second sprite over and down is being drawn? The exact X and Y coordinates, the exact scale, and the exact position on the texture atlas. L. Spiro [/quote] This is the scale of 2.0f : [img]http://img838.imageshack.us/img838/3391/clipboard02nr.jpg[/img] The problem is pretty much the same. #1 - They are fine, at this point even a 1px offset would be noticeable, coordinates are always multiple of 32. #2 - That's kind of interesting suggestion, I will check it for sure. Yes - I'm pretty sure, any kind of changing MAG filter doesn't change anything in the rendered image, strange though.
  10. [quote name='YogurtEmperor' timestamp='1318811468' post='4873280'] Can your DrawSprite() function not just subtract 0.5 from the Y that is passed to it? If you are doing everything with integers (as it [i]appears[/i] you are, but without naming conventions I can only guess) then you can expect to have this kind of trouble. If you are going to scale things up and down, you had better be using floating-point math. L. Spiro [/quote] I agree but that's not really my job to scale it, every kind of position in this game is based on 32 so floating point won't help here - I do understand you, but I'm telling the MATRIX and dx to scale it for me to specified floating point value - it won't matter if parameter received is integer or float since 32 in single precision floating point = 32 in integer. Coordinates of the sprite are based on 32 * x, where x is natural number - it doesn't change, ever. I could understand when the problem would be about scaling by myself (like let's say texture specified size draw with triangles), but it has to do something with the Direct itself. 1.0 scale (perfect): [img]http://img202.imageshack.us/img202/8982/clipboard02xg.jpg[/img] and 8.5 scale: [img]http://img685.imageshack.us/img685/6646/clipboard01xe.jpg[/img] However I do think it has something to do with single precision floating points and calculations used in Directx, maybe double precision would help. D3DCREATE_FPU_PRESERVE - doesn't work though.
  11. I do not understand how screen width/height has to do anything here, sprites are already made to imitate "3D" look from specific point and they are looking just like those items you are looking from TOP - SOUTHEAST. This is how some sprites look like normally saved in file: [img]http://img442.imageshack.us/img442/8461/tutspredit1.png[/img] This is how the code looks like at least partially: [code] int renderTile(unsigned int pTicks, int offset, int x, int y, int z, int pz, int sx, int sy, int mainOffsetx, int mainOffsety, std::vector< std::pair< Creature*, RECT> > &namesMap){ Tile *tile = game->getMap()->getTile(Position(x + offset, y + offset, z)); TxPosition tileDrawPosition( (x - sx) * 32 + mainOffsetx, (y - sy) * 32 + mainOffsety, 0); std::vector<Thing*> objects = tile->getThingsToDraw(); ....... //go through whole map..., bleble engine->DrawSprite(type.sprites[spriteId], tileDrawPosition.x + tileDrawPosition.offset, tileDrawPosition.y + tileDrawPosition.offset); ....... //end } engine->BeginScene(); engine->SetScaleLevel(1.5f); for(int z = fromz; z >= toz; --z){ for(int x = sx; x < sx + 18; x++){ for(int y = sy; y < sy + 14; y++){ int offset = playerPosition.z - z; int ret = renderTile(pTicks, offset, x, y, z, pz, sx, sy, mainOffsetx, mainOffsety, namesMap); ... } } } float scale = engine->GetScaleLevel(); engine->SetScaleLevel(1.0f); //render creature names engine->PresentScene();[/code]