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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 RulerOfNothing

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  1. Well if you're running class test then it's obviously not going to run class Puppy. You don't need to delete either class to run the other class though.
  2. I'm not sure why it's happening either: when I compile and run the code it outputs "Passed Name is:Blue berry" as expected. How are you compiling and running your code anyway?
  3. Well, without seeing what is under 'while(true)' I can't really tell what the problem is, so if you could also upload the contents of that loop that would be helpful.
  4. That's not going to solve the main problem with FAST_FLOOR, namely that it gives incorrect results for nonpositive integers (eg if x is equal to 0, it will return -1. x=-1 will result in -2 etc).
  5. The most likely problem is that you aren't initialising the font member of the FontLoader class, and as it is a pointer to a sf::Font object it is most likely pointing to an invalid address when you call loadFont. The solution is to replace 'sf::Font*' with 'sf::Font' and the '->' with a '.', which will mean that the font member is always initialised when you construct a FontLoader.
  6. You are correct: sqrt(a*b)=sqrt(a)*sqrt(b), but sqrt(a+b)!=sqrt(a)+sqrt(b) (except where a or b are zero).
  7. When you say that your attempts to add gravity always fail, in what sense is it failing and how are you adding gravity?
  8. If you want to determine whether a point (tx,ty) is within a circle with its centre at (x,y) then you need to determine whether (x-tx)2 + (y-ty)2 is less than r squared (where r is the radius of the circle or what you are referring to as the range)
  9. When you say that you can't get it to work, what exactly is occurring?
  10. How I would approach this is as follows: The procedure is called on the selected tile Check if the selected tile contains a mine, if so the game is over Otherwise, make the selected tile visible and check if the selected tile has any adjacent mines If there are no adjacent mines, call the procedure on all the non-visible adjacent tiles
  11. One obvious question here is how often the map changes. When you check for passability, does this take into account mobile objects? If not, you could probably get away with only updating the partitions whenever the stationary objects on the map change (probably just building construction/destruction, but maybe terrain modification if you are planning on including something like that)
  12. It is not necessary to use C++ to write games, and it is more than possible to write games with C# or Java. If you already have experience in using those languages I would recommend using them for your early game projects over learning C++. For graphics I would recommend using SFML if you are going to use C++ or C#.
  13. Well, if you're drawing a triangle list, you need 3 vertices for each triangle. You want to use D3DPT_TRIANGLESTRIP here instead and swap the 1st and 2nd vertex.
  14. Thanks for those links Stainless and jefferytitan. I will take a good look at all of them over the next few days and then hopefully start work on my 4X game.
  15. Your understanding would be correct Orymus3, and I would appreciate any help you could provide.