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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.

sc2slash

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  1. Ok thx all for the answers. Ok so I'll go into a bit more detailed explanation of what I'm looking for/what i know. Ok so i've been doing some programming in c++ just for fun really, no super big projects. I did a lot of the problems from ProjectEuler, and also made some games. Started with some console pacman/snake, and then moved into sdl where i developed a tetris game, aswell as a simple Rpg game(kinda like the gameboy version of pokemon). In openGl, I read the nehe tutorials and practiced a bit of what i leaerned. So i guess i should have expressed myself a little better. I'm looking for books that can help me with the game development, especially like design and organizational structure, but also some good books on the development of a 3d game engine.
  2. Hey everyone, So i've been programming for like 2 years now, mostly in c++, but also learned some basic java. I've recently starting the huge task of learning OpenGL. I think i got most of the bases down, but I wonder if you guys could help me find good books about game development. I don't mean really the code part, I mean the approach that should be taken when making a game. If it has some code aswell, great, if not that's still great thx in advance everyone
  3. First- There's a section called Game Design on the forums, maybe that's a more adequate place. Second, yes, it's too damn big. Also, look up inheritance for that. It pretty much allows you to have a base character class and then have other classes that derive from that class, have all the stuff that one has but MORE too.
  4. Events instead of events in the function onEvent.
  5. I'd recommend this exercices. They go from beginner to "advanced" beginner, so it's good practice. http://www.cplusplus.com/forum/articles/12974/
  6. Oh sorry didn't read the last part. So if you want it to follow your mose it's even easier. You jsut need to reasing the position everytime there's a mouse movement. To do so, you do soemthing like this if (SDL_PollEvent(&event)) { if( event.type == SDL_QUIT) quit = true; if( event.type == SDL_MOUSEMOTION) image.updateEndPosition(event.button.x, event.button.y); } In this scenario there would be a class image containing an x and y position and that method would simply update it to the current one whenever ur mouse moved. If you wanted to do it when you press arrow button just change the type of event to SDL_KEYDOWN and SDLK_UP. That position would be the desired one to moving. So you need to calculate the direction. Knowing the starting position and the desired end position you should be able to do it with simple maths.
  7. Ok so lets say this. you've a X value and a Y value that represent your object position. Then you've a X and Y to represent the velocity of the object. What you then do is add to the X the Xvel * time and to the Y the Yvel * time. The problem you said with it being smaller then 0 doesnt really matter that much. Just use floats, but anyways if it's moving slower then 1pixel per sec will be really really slow.
  8. Probably you did something wrong while installing the libraries. Make sure you're pointing it to the correct version folders in the include directories and and library directories. Also make sure your linker has both SDLmain.lib and SDL.lib.
  9. Well what you can do is you divide the screen in 9 areas. Then you check for the mouse click and check in which part it's. If that location is empty, then draw X on the screen. You can either use a sprite or a font. I'm not sure about how to do it using gdi+ and c# but this is the general idea.