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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.

GSnake

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  1. Thanks :-)
  2. Hmmm so should I pick that book?
  3. [quote name='evolutional' timestamp='1342874098' post='4961647'] The book [url="http://www.amazon.co.uk/Game-Coding-Complete-Mike-McShaffry/dp/1133776574/ref=sr_1_cc_1?s=aps&ie=UTF8&qid=1342873989&sr=1-1-catcorr"]Game Coding Complete[/url] is a good book for describing the overall strucutre and systems involved in a game. I've not got this latest edition, but the Second edition is very good. [/quote] So it's theory + practice at the same time? I already program so I do not really need a C++ guide (Even if I program in C, but with some web searching I'd the trick). Can I spend my 40 € without burning in anger later? :-P In other words: being a total beginner in these area, will the book guide me through all the learning course? (basic features + advanced ones)
  4. Solved this too!
  5. [quote name='Johnell' timestamp='1343144322' post='4962628'] Your image is most likely not getting loaded. [CODE] SDL_Surface * load_image ( std::string filename ) { SDL_Surface * loadedImage = NULL; SDL_Surface * optimizedImage = NULL; loadedImage = SDL_LoadBMP(filename.c_str()); if (loadedImage) { optimizedImage = SDL_DisplayFormat(loadedImage); SDL_FreeSurface(loadedImage); } return optimizedImage; } [/CODE] If your if statement is false you will return a null pointer. Try this: [CODE] image = load_image("background.bmp"); if(image==NULL)std::cout<<"Failed to load image"; [/CODE] If that message is printed you need to fix the search path for your image. [/quote] No the problem was caused by those damned parenthesis.. Got another problem though. I've installed the SDL_image library BUT it cannot load my image... (tried to make it print errors in the "loading" function and it doesn't pop up any error). It always return -2. [CODE] #include "SDL/SDL.h" #include "SDL/SDL_image.h" #include <string> #define SCREEN_WIDTH 640 #define SCREEN_HEIGHT 480 #define SCREEN_BPP 32 SDL_Surface * screen = NULL; SDL_Surface * dots = NULL; SDL_Event event; SDL_Rect clip[4]; bool init() { if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false; if ((screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE)) == NULL) return false; SDL_WM_SetCaption("LOL", NULL); return true; } SDL_Surface * load_image ( std::string filename ) { SDL_Surface * loadedImage = NULL; SDL_Surface * optimizedImage = NULL; loadedImage = IMG_Load(filename.c_str()); if (loadedImage) { optimizedImage = SDL_DisplayFormat(loadedImage); SDL_FreeSurface(loadedImage); } return optimizedImage; } void apply_surface (int x, int y, SDL_Surface * source, SDL_Surface * destination, SDL_Rect * clip = NULL) { SDL_Rect offset; offset.x = x; offset.y = y; SDL_BlitSurface(source, clip, destination, &offset); } void clean_up (SDL_Surface * dots) { SDL_FreeSurface(dots); SDL_Quit(); } int main (int argc, char * argv[]) { bool quit = false; clip[0].x = 0; clip[0].y = 0; clip[0].w = 100; clip[0].h = 100; clip[1].x = 100; clip[1].y = 0; clip[1].w = 100; clip[1].h = 100; clip[2].x = 0; clip[2].y = 100; clip[2].w = 100; clip[2].h = 100; clip[3].x = 100; clip[3].y = 100; clip[3].w = 100; clip[3].h = 100; if (!init()) return 1; dots = load_image("dots.png"); if (!dots) return -2; SDL_FillRect(screen, &screen->clip_rect, SDL_MapRGB(screen->format, 0xFF, 0xFF, 0xFF)); apply_surface(0, 0, dots, screen, &clip[0]); SDL_Flip(screen); while (!quit) while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT) quit = true; clean_up(dots); return 0; } [/CODE]
  6. [quote name='fastcall22' timestamp='1343143943' post='4962625'] In case it is not clear, the code [tt]if ( !init );[/tt] tests the address of the [tt]init[/tt] function and not the result of calling the init function as [tt]if ( !init() );[/tt] does. [tt]SDL_Quit;[/tt] is a statement that just does nothing with the address of [tt]SDL_Quit[/tt], whereas [tt]SDL_Quit();[/tt] calls [tt]SDL_Quit[/tt]. If it isn't working, you should try using your debugger within your IDE and step through the problem. [/quote] Oh God I'm so stupid. Haven't been programming for a while... thanks! Soooooooooooooooolved!
  7. [quote name='fastcall22' timestamp='1343141156' post='4962609'] It looks like you're missing a few pairs of parentheses: [code] SDL_Quit; // Does nothing [/code] [code] if (!init) // Does not behave as expected; same as writing: if ( init == null ) return 1; [/code] And it doesn't hurt to let know if your application doesn't load resources correctly: [code] image = load_image("background.bmp"); if ( !image ) return -2; [/code] [/quote] For the init function... if init == false then return 1. Am I doing that wrong? PS: Still not working... hmm...
  8. Hello guys, I'm following the tutorials by LazyFoo but I tried to "design" the code by my own way... BUT (obviously) it crashes. What am I doing wrong? [CODE] #include "SDL/SDL.h" #include <string> #define SCREEN_WIDTH 640 #define SCREEN_HEIGHT 480 #define SCREEN_BPP 32 SDL_Surface * screen = NULL; SDL_Surface * image = NULL; SDL_Event event; bool init() { if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false; if ((screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_SWSURFACE)) == NULL) return false; SDL_WM_SetCaption("LOL", NULL); return true; } SDL_Surface * load_image ( std::string filename ) { SDL_Surface * loadedImage = NULL; SDL_Surface * optimizedImage = NULL; loadedImage = SDL_LoadBMP(filename.c_str()); if (loadedImage) { optimizedImage = SDL_DisplayFormat(loadedImage); SDL_FreeSurface(loadedImage); } return optimizedImage; } void apply_surface (int x, int y, SDL_Surface * source, SDL_Surface * destination) { SDL_Rect offset; offset.x = x; offset.y = y; SDL_BlitSurface(source, NULL, destination, &offset); } void clean_up (SDL_Surface * image) { SDL_FreeSurface(image); SDL_Quit; } int main (int argc, char * argv[]) { bool quit = false; if (!init) return 1; image = load_image("background.bmp"); apply_surface(0, 0, image, screen); SDL_Flip(screen); while (!quit) while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT) quit = true; clean_up(image); return 0; } [/CODE] Thanks!
  9. Thank you all! I'll start a little project in august I think (got to study right now! exams...) so I'll keep you updated! Thank you all! What a great community! :-)
  10. So... C++ with a media library such as SDL.Then I'll move to platform specific environment. :-)
  11. [quote name='TMKCodes' timestamp='1342788776' post='4961305'] [quote name='Krishath' timestamp='1342775459' post='4961235'] Could you reccomend me some books? C++ (OOP too) / Game structure (veeeery important since I don't know WHERE to start) / Libraries... Thanks! [/quote] I never have read one book about programming languages fully, except almost one about Go. I like more of learning from the language/library's documentation. Though I have read OpenGL SuperBible, Bjee's Guide to network programming and Game Engine Architecture. Another good source for OpenGL and general graphics programming is at [url="http://arcsynthesis.org/gltut"]http://arcsynthesis.org/gltut[/url] Game Loop is just a for or while or do-while loop. xD [/quote] Hmm yeah but I think that I've explained the whole thing in a kinda bad way. With game loop I mean: I start doing this and that... now... how can I set my game to "go to the next level?". What if my pg dies? And so on...
  12. [quote name='Bluefirehawk' timestamp='1342781598' post='4961269'] I had the book "Practical C++ Programming", which is a nice starter book. It also covers general programming practices. Personally I like this tutorial [url="http://www.learncpp.com"]http://www.learncpp.com[/url] also explains what C++ and the Computer is doing under the hood. However, I think it doesn't give you the skillset for how you design an OO program. On OpengI found this here which i like so far, it starts by explaining the terminology and basic math behind OpenGL.[url="http://arcsynthesis.org/gltut/Basics/Intro%20Graphics%20and%20Rendering.html"]http://arcsynthesis.... Rendering.html[/url] On game structure I found this very helpful. [url="http://content.gpwiki.org/index.php/SDL:Tutorials:Complete_2D_Engine_Overview"]http://content.gpwik...Engine_Overview[/url] It gave me a great overview what a gameengine should do. I know these aren't books but I hope it helps a bit until you know what books you want to buy. [/quote] Thank you for your links. Does the "Game Engine Structure" also show me how a "game loop" is created / developed?
  13. [quote name='TMKCodes' timestamp='1342774645' post='4961233'] [quote name='lemming77' timestamp='1342773656' post='4961226'] One metaphor I find is nice with OO programming is to imagine what you want your program to do is a project you're overseeing, and each of your objects is somebody on your team working on it. You organize them to work on their own parts, and at the end, you get the big picture you want. [/quote] This same can be applied to C team programming, but C++ is still much more powerful with overloading and templates, but basic class functionality you can get by doing something like this with structures and their pointers which is pretty much enough of object style game programming in my mind. [CODE] struct MyStruct { int MyPlayerID; char * MyCharacterName; }; void SetPlayerID(struct MyStruct * this, int ID) { this->MyPlayerID = ID; } void SetCharacterName(struct MyStruct * this, char * CharacterName) { this->MyCharacterName = CharacterName; } [/CODE] If you want to use OpenGL, look into glfw which is small framework for creating window, handling input events and OpenGL context is created for you. Though staying with C might be little more annoying as I damn hate C/C++ arrays, but you still need to use them with OpenGL. If you want to learn C++ there exists quite extensive reference/tutorial sites for this like cplusplus.com and cppreference.com. [quote name='Krishath' timestamp='1342774290' post='4961230'] I read that I should also use SMFL or SDL but... what if I'll want to share my games on Steam / iOS Store / Android Store and so on? Steam shouldn't be a big problem, I think but what about the others? iOS uses Obj-C so no SDL / SMFL / Allegro. Android uses Java (as far as I know)... so what then? I've got no ideas at all... where should I start? C++? A multimedia library? But then comes again the question: how is really structured a game? What's the "formula" behind a game? [/quote] Steam is for desktop games so SMFL and SDL are fine. iOS and Android kinda need Obj-C and Java, but there exists many Software Development Kits for mobile which allows you to use other languages like Lua, C/C++. [/quote] Could you reccomend me some books? C++ (OOP too) / Game structure (veeeery important since I don't know WHERE to start) / Libraries... Thanks!
  14. [quote name='lemming77' timestamp='1342773656' post='4961226'] I believe OpenGL is an open standard, rather than being open source. But that's a mistake we all make at some point. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] My understanding is that the main distinguishing characteristic between C and C++ is that C++ is object oriented, while C is not. My experience with C is limited though, however OO is the dominant kind of programming knocking around right now I believe. If you've ever worked in one of the .net languages, that's OO. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] One metaphor I find is nice with OO programming is to imagine what you want your program to do is a project you're overseeing, and each of your objects is somebody on your team working on it. You organize them to work on their own parts, and at the end, you get the big picture you want. I'm afraid I can't point you in the direction of a good book or anything, as I approached C++ with lots of prior experience in OO programming. I'm sure there's plenty of people here who can, though! And finally, I'd have assumed your native language was English. You write very eloquently, and use punctuation well. There's people born here in England whose English isn't as clear as yours! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote]Thanks! I read that I should also use SMFL or SDL but... what if I'll want to share my games on Steam / iOS Store / Android Store and so on? Steam shouldn't be a big problem, I think but what about the others? iOS uses Obj-C so no SDL / SMFL / Allegro. Android uses Java (as far as I know)... so what then? I've got no ideas at all... where should I start? C++? A multimedia library? But then comes again the question: how is really structured a game? What's the "formula" behind a game?
  15. Hello guys, I just wanted to know how can I start developing games. Easy question, hard answer. I already program in C, I've also tried the Allegro library but... I want to know how a game is developed. What's its structure, how should I create it, what tools should I use and so on. I would like to use professional-like tools (C++, OpenGL [open-source!]... etc) and maybe you can help me. How can I understand C++ (coming from C, so I don't need the "ok, this thing is called variable" chapter) and OOP? What should I do next? Which books can help me in my project? So to sum it up: what's the game structure? How can I make it work? How can I do it? Suggest me books to buy and so on. Thank you guys! PS: (this is quite OT but...) I'm not a native english speaker so I'd like some correction and some "grade" with my english. Thanks! (help me improve!)