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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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  1. " ??????????? ???? ???? ?? ????????. :) " Nope, ?? ??????? :p
  2. ? ??? ?? ?? ??????, ?? ???? ?????? ?? ?????? :3 .
  3. ne e kato da stavam 7:30 za da otida na party ^^
  4. "?????? ? ?????? ??? ????? , ????? ?????" -???? 2013
  5. iskam da sexam taz luna
  6. Uh admitivly I dont know alot about compiling but as far as I understand, I use the NDK to compile the actuall SDL source files themselfs. So without actually having the library build to begin with I dont know how I can link it in the eclipse project o.o
  7. So I decided to use SDL 2.0 to develop for the android platform. I downloaded the Android SDK/eclipse/NDK, I installed eclipse and I've set up the project directory and everything ( took me a full day of research and downloading D: ).   So my eclipse project currently looks like this:       Now only thing left is to compile the SDL library with the NDK.         And here is where I get an error saying:   "Unresolved reference to SDL_main."   I tryed to search on google but I couldnt find any solutions. I tryed changing int main(...) to SDL_main but that didnt work either. I am totaly out of ideas and google doesnt seem to be of much help either D:, any help would be priceless <3. Thanks in advance   P.S: if you need me to provide any more info, let me know ^^. P.S2: my Android.mk file looks like this: LOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) LOCAL_MODULE := main SDL_PATH := ../SDL LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include # Add your application source files here... LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c \ main.cpp LOCAL_SHARED_LIBRARIES := SDL2 LOCAL_LDLIBS := -lGLESv1_CM -llog include $(BUILD_SHARED_LIBRARY)
  9. That was hell of useful as well, thanks so much for the tip :o !
  10. Thanks alot for the answer guys really cleared thigns up they were really helpful :o !    Now I just have 1 follow up question, if I dont overide the virtual f() function in my child class, can I still call the original f() function ( defined in the base class ) through my child object ( the B object in my example )
  11. Hello there dear forum.   So my question is about class inheriences and virtual functions.   so lets say I got a class structure as following class A{ A(); ~A(); virtual void f(){ //does w/e } }; class B : public A{ B(); ~B(); void f(){ //does something diffrent } }; main(){ B object; } so first thing is, in what order do constructers/deconstructers get called :o ? As far as I understand the constructurs are builed from the base up meaning the constructor of A will get called and then the constructor of B and deconstructers are the opposite, meaning B's deconstructor first and then A's. Am I right o.o ? The main question tho once I "overload" the virtual function in the child class does the base's class function still get called or only the function in B. ( once I actually call the function ofc).   P.S all under the asumption I am creating only a object of B and no objects of A are used.   Thanks in advance ^^ <3
  12. I am no hater like you, bow down to a nigger thats greater then you
  13.   Yeah I feel emberessed because of the silly mistake         Yeah I am aware that they can be represented as 1 class but my mindset was: Well vectors represent direction and length but they dont know where they are at, aka they dont contain information about their position   Points on the other hand are exacly the opposite they represent position but have neither length nor direction   And yea while the fundemantle ideas behind the 2 are completly diffrent, their structure ( representation w/e) is exacly the same BUT because of the core ideas being opposite to each other, it will actually be confusing for myself to have them be the same class thats why I chose to seperate them ( and yea I am already feeling the negatives of it )   P.S: Thanks to both of you for all your help guys  ;3 <3 the examples were really helpful as well ^^
  14. Hello guys and thanks to all of you in advance for the help.   So for the question:   I have 2 simple classes class Vector2D{ float X,Y; } class Point2D{ float X,Y; } as simple as it gets.   Now I want to be able to perform basic math on them like Vector2D vec; Position2D EntityPosition1; Position2D EntityPosition2; vec = EntityPosition1 - EntityPosition2; Now I already have an operator overload for the - but when I try to do it says that there is no possible conversion from Point2D to Vector2D, fare nuff. Simple googling pointed me to the conversion functions but while I was browsing I was left with the impression that conversion functions are actually a bad thing, is that true or did I just go too shallow on the googling :o ?   Also about the syntax itself.   So I added this peace of code into my Vector2D class header operator Point2D(); so far so good but when I go into the Vector2D.cpp file and simply write operator Point2D(){ } without adding anything else I immidatly get an error message saying "conversion function must be a nonstatic member function", that doesnt really make sence considering its a member function and its not static ( atleast thats my understanding of the syntax while looking at the examples on google but I guess I am clearly wrong ) I dont understand the syntax of how this things works and quite frankly documentiation on google doesnt make it easyer as well, I am not sure how the syntax even works or if I should be using conversion functions to begin with.   Again thanks in advance for the help guys and sorry for the long post on this simple mather, any help appriciated <3   P.S: I've been loving the Game developing article project so much its really a great way to learn.