• Announcements

    • khawk

      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.

Rudra

Members
  • Content count

    10
  • Joined

  • Last visited

Community Reputation

105 Neutral

About Rudra

  • Rank
    Member

Personal Information

  1. [quote name='AceK7' timestamp='1326296666' post='4901658'] I wanna write something sort of like how the developers at bethesda did. I keep finding myself fascinated with how much they have wrote just for the lore and am wondering what can i do to start something like this? what would i have to do ? how far would i have to go? any help or ideas would be helpful! [/quote] Well TES has been around a while. So they have had considerable time to create their lore. The best way i suggest is the read the old myths. The best ones to start out with are the Indian myths. Start with the [url="http://en.wikipedia.org/wiki/Rigveda"]http://en.wikipedia.org/wiki/Rigveda[/url] -(same place i derived my name from). They are amazing, and very diverse. Then ancient Mesopotamia myths. EDIT:: An example comes to mind. In the continent of Akavir, there is the [url="http://www.uesp.net/wiki/Lore:Tsaesci"]http://www.uesp.net/wiki/Lore:Tsaesci[/url], they seem to have been inspired by the Naga.
  2. [quote name='Azgur' timestamp='1328743424' post='4911119'] [quote name='Rudra' timestamp='1328732485' post='4911029'] Define capable. [/quote] If a company gives you a computer and tells you to go make feature X for their game, do you feel you would be up for it? Do you know exactly where to start (or would you be left with many questions)? For the things you don't know, would you be able to find the answers yourself? Are you aware of a decent size list of subjects you don't know but do know where to start digging to find out? If you answered yes to those questions you're probably capable (or [url="http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect"]over estimating yourself[/url] [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]). [/quote] Ah, Dunning-Kruger, we meet again. I second guess my self a good protion of the time. 1,2,3. Yes, i enjoy a challenge. Most of the problems can be solved if i just research into it. Then if i can find an example, i reverse engineer it. As for 4, i kind of have an idea where to start.
  3. [quote name='Hodgman' timestamp='1328592487' post='4910412'] Do you feel capable as a game programmer? 2) Probably not. Certificates are good for getting past HR, but being hired depends on demonstrating talent. 3) Do you have any extra-curricular projects that you can show? [/quote] Define capable. Why is a MA not helpful? Yes, i brought back a derelict club at my Uni. We will finish our first project this month.
  4. Well done. It looks amazing. I will be sure to buy that, when i get the cash.
  5. So I'm about to graduate in December of 2012, with a B.S. in CS and a minor in mathematics. I'm well versed in Java, and self taught in C/C++/C#. Currently, i am tinkering around with DirectX, 3ds Max, and soon XNA 4.0. I would like to get employed for my favorite developer, Bethesda, as a coder, and eventually game designer. So, my questions: [i]What are my chances of getting hired right out of college?[/i] [i]Would a masters help?[/i] [i]Should i construct a portfolio, if so, should it include both code, models, and a small game showing the basics of game design?[/i] [i]Would a website be beneficial showcasing my work?[/i] [i]For those of you who work there; Bethesda, what is the culture like?[/i] [i]How are promotions dealt?[/i] [i]What can i expect in terms of workload?[/i] [i]What internships does Bethesda have, aside QA tester?[/i] [i]Would it be advantageous to intern as a QA tester? If so, can you provide some information into that internship?[/i] [i]How many hours a week?[/i]
  6. [quote name='SiCrane' timestamp='1325296054' post='4898330'] You should really check the return value of every API function you call, and when you do you should do more than return 0 when you get an error. At the very minimum for Windows API functions call GetLastError() to find out what caused the problem. In this particular case, at least one of your problems is that you didn't either 0 out or manually assign to every member of the WNDCLASSEX structure. [/quote] Thnak you for the reply. Sorry for thrednomancing. I'd like to request if at all possible that you augment my code. Im not too familiar with DirectX.
  7. Okay, so I found that DX11 is backwards compatible for DX10 and DX9. I wrote the code in VS2010Professional, and made the neccessary include and library links. The links were linked to DX9 and the code compiled. However some issues persisted. Blow is the fresh code and the list of errors. [quote] #include<windows.h> #include<d3d9.h> #include<time.h> #include<iostream> using namespace std; const string APPTITLE = "Direct3D_Windowed"; const int SCREENW = 1024; const int SCREENH = 768; LPDIRECT3D9 d3d = NULL; LPDIRECT3DDEVICE9 d3ddev = NULL; bool gameover = false; #define KEY_DOWN(vk_code)((GetAsyncKeyState(vk_code)&0x8000)? 1 : 0) bool Game_Init(HWND window) { MessageBox(window, "Game_Init", "BREAKPOINT", 0); d3d = Direct3DCreate9(D3D_SDK_VERSION); if(d3d = NULL) { MessageBox(window, "Error initializing Direct3D", "Error", MB_OK); return 0; } D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.BackBufferWidth = SCREENW; d3dpp.BackBufferHeight = SCREENH; d3dpp.hDeviceWindow = window; d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); if(d3ddev = NULL) { MessageBox(window, "Error creating Direct3D device", "Error", MB_OK); return 0; } return true; } void Game_Run(HWND hwnd) { if(!d3ddev)return; d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,255,0), 1.0f, 0); if(d3ddev->BeginScene()) { //do something d3ddev->EndScene(); d3ddev->Present(NULL, NULL, NULL, NULL); } if(KEY_DOWN(VK_ESCAPE)) PostMessage(hwnd, WM_DESTROY, 0,0); } void Game_End(HWND hwnd) { MessageBox(hwnd, "Program is about to end", "Game_End", MB_OK); if(d3ddev) d3ddev->Release(); if(d3d)d3d->Release(); } LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_DESTROY: gameover = true; PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc =(WNDPROC)WinProc; wc.cbClsExtra = 0; wc.hInstance = hInstance; wc.hIcon = NULL; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = APPTITLE.c_str(); wc.hIconSm = NULL; RegisterClassEx(&wc); HWND window = CreateWindow(APPTITLE.c_str(), APPTITLE.c_str(), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, SCREENW, SCREENH, NULL, NULL, hInstance, NULL); if(window == 0) return 0; ShowWindow(window, nCmdShow); UpdateWindow(window); if(!Game_Init(window)) return 0; MSG message; while(!gameover) { if(PeekMessage(&message, NULL, 0,0, PM_REMOVE)) { TranslateMessage(&message); DispatchMessage(&message); } Game_Run(window); } Game_End(window); return message.wParam; } [/quote] Wheh i run the program the following is generated:: [quote] ntdll.dll', Cannot find or open the PDB file kernel32.dll', Cannot find or open the PDB file KernelBase.dll', Cannot find or open the PDB file d3d9.dll', Cannot find or open the PDB file msvcrt.dll', Cannot find or open the PDB file sechost.dll', Cannot find or open the PDB file rpcrt4.dll', Cannot find or open the PDB file sspicli.dll', Cannot find or open the PDB file cryptbase.dll', Cannot find or open the PDB file user32.dll', Cannot find or open the PDB file gdi32.dll', Cannot find or open the PDB file lpk.dll', Cannot find or open the PDB file usp10.dll', Cannot find or open the PDB file advapi32.dll', Cannot find or open the PDB file version.dll', Cannot find or open the PDB file d3d8thk.dll', Cannot find or open the PDB file dwmapi.dll', Cannot find or open the PDB file msvcp100d.dll', Symbols loaded. 'msvcr100d.dll', Symbols loaded. apphelp.dll', Cannot find or open the PDB file AcLayers.dll', Cannot find or open the PDB file 'shell32.dll', Cannot find or open the PDB file shlwapi.dll', Cannot find or open the PDB file ole32.dll', Cannot find or open the PDB file oleaut32.dll', Cannot find or open the PDB file userenv.dll', Cannot find or open the PDB file 'profapi.dll', Cannot find or open the PDB file winspool.drv', Cannot find or open the PDB file mpr.dll', Cannot find or open the PDB file imm32.dll', Cannot find or open the PDB file msctf.dll', Cannot find or open the PDB file [/quote] ^ I get the feeling this has something to do with the output path. When i press ctrl+F5, the output window is blank, as if it is running. But the window that the code is supposed to produce, does not appear. So what am i doing wrong?
  8. [quote name='DarkRadeon' timestamp='1324790147' post='4897207'] just use the last DX SDK... here are some guidelines for Direct3D 11 migration..[url="http://msdn.microsoft.com/en-us/library/ff476190%28v=VS.85%29.aspx"]http://msdn.microsof...0(v=VS.85).aspx[/url] [/quote] Ah, yes. this will be of service, thank you.
  9. [quote name='SiCrane' timestamp='1324693439' post='4896978'] DirectX changed a lot between DirectX 9 and DirectX 11. You can't take DirectX 9 code and change it to DirectX 11 code just by changing the 9s to 11s, and there isn't a simple one to one mapping from the old functions to the new functions. [/quote] Thank you for the reply. My next question. What DX9 edition do i need for Windows 7. I have VC++ 2008, those tow should be compatible.
  10. Okay so here is my dilemma. I have purchased "Beginning game Programming 3rd ed" by Jonathan S. Harbour. The book uses the Xp OS and DX9, and VC++. Im using a Win 7 and DX11 with VC++ Express edition. I discovered that VC++ and DX11 are not compatible, but, my VS2010 and DX11 are. On chapter 3 of the book i wrote out the code, linked the libraries and include file of DX11 to VS2010. However, im getting an ungodly amount of errors all related to DX11. On top of that im also getting "[i]System can not find file specified[/i]". Now is there a possibility that the DX11 function calls are different from DX9? If so where can i find the related code in DX11? And two, how can i fix the "System can not find file specified"? I will include my code if there is possibility of it being a syntax issue. EDIT:: I would like to note that when i installed DX11 i received a S1023 error. The following is my code:: [quote]#include<d3d11.h> #include<windows.h> #include<time.h> #include<iostream> using namespace std; //#pragma comment(lib,"d3d11.lib") //#pragma comment(lib, "d3dx11.lib") const string APPTITLE = "Direct3D_Windowed"; const int SCREENW = 1024; const int SCREENH = 768; LPDIRECT3D11 d3d = NULL; LPDIRECT3DDEVICE11 d3ddev = NULL; bool gameover = false; #define KEY_DOWN(vk_code)((GetAsyncKeyState(vk_code)&0x8000)? 1 : 0) bool Game_Init(HWND window) { MessageBox(window, "Game_Init", "BREAKPOINT", 0); d3d = Direct3DCreate11(D3D_SDK_VERSION); if(d3d = NULL) { MessageBox(window, "Error initializing Direct3D", "Error", MB_OK); return 0; } D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.BackBufferWidth = SCREENW; d3dpp.BackBufferHeight = SCREENH; d3dpp.hDeviceWindow = window; d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); if(d3ddev = NULL) { MessageBox(window, "Error creating Direct3D device", "Error", MB_OK); return 0; } return true; } void Game_Run(HWND hwnd) { if(!d3ddev)return; d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,255,0), 1.0f, 0); if(d3ddev->BeginScene()) { //do something d3ddev->EndScene(); d3ddev->Present(NULL, NULL, NULL, NULL); } if(KEY_DOWN(VK_ESCAPE)) PostMessage(hwnd, WM_DESTROY, 0,0); } void Game_End(HWND hwnd) { MessageBox(hwnd, "Program is about to end", "Game_End", MB_OK); if(d3ddev) d3ddev->Release(); if(d3d)d3d->Release(); } LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_DESTROY: gameover = true; PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc =(WNDPROC)WinProc; wc.cbClsExtra = 0; wc.hInstance = hInstance; wc.hIcon = NULL; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = APPTITLE.c_str(); wc.hIconSm = NULL; RegisterClassEx(&wc); HWND window = CreateWindow(APPTITLE.c_str(), APPTITLE.c_str(), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, SCREENW, SCREENH, NULL, NULL, hInstance, NULL); if(window == 0) return 0; ShowWindow(window, nCmdShow); UpdateWindow(window); if(!Game_Init(window)) return 0; MSG message; while(!gameover) { if(PeekMessage(&message, NULL, 0,0, PM_REMOVE)) { TranslateMessage(&message); DispatchMessage(&message); } Game_Run(window); } Game_End(window); return message.wParam; }[/quote] The following errors are reported:: [quote] (15) : error C2146: syntax error : missing ';' before identifier 'd3d' (15) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int (15) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int (16) : error C2146: syntax error : missing ';' before identifier 'd3ddev' (16) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int (16) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int (28) : error C2065: 'D3D_SDK_VERSION' : undeclared identifier (28) : error C3861: 'Direct3DCreate11': identifier not found (35) : error C2065: 'D3DPRESENT_PARAMETERS' : undeclared identifier (35) : error C2146: syntax error : missing ';' before identifier 'd3dpp' (35) : error C2065: 'd3dpp' : undeclared identifier (36) : error C2065: 'd3dpp' : undeclared identifier (36) : error C2065: 'd3dpp' : undeclared identifier (36) : error C2070: ''unknown-type'': illegal sizeof operand (37) : error C2065: 'd3dpp' : undeclared identifier (37) : error C2228: left of '.Windowed' must have class/struct/union type is ''unknown-type'' (38) : error C2065: 'd3dpp' : undeclared identifier (38) : error C2228: left of '.SwapEffect' must have class/struct/union type is ''unknown-type'' (38) : error C2065: 'D3DSWAPEFFECT_DISCARD' : undeclared identifier (39) : error C2065: 'd3dpp' : undeclared identifier (39) : error C2228: left of '.BackBufferFormat' must have class/struct/union type is ''unknown-type'' (39) : error C2065: 'D3DFMT_X8R8G8B8' : undeclared identifier (40) : error C2065: 'd3dpp' : undeclared identifier (40) : error C2228: left of '.BackBufferCount' must have class/struct/union type is ''unknown-type'' (41) : error C2065: 'd3dpp' : undeclared identifier(41) : error C2228: left of '.BackBufferWidth' must have class/struct/union type is ''unknown-type'' (42) : error C2065: 'd3dpp' : undeclared identifier (42) : error C2228: left of '.BackBufferHeight' must have class/struct/union type is ''unknown-type'' (43) : error C2065: 'd3dpp' : undeclared identifier (43) : error C2228: left of '.hDeviceWindow' must have class/struct/union type is ''unknown-type'' (45) : error C2227: left of '->CreateDevice' must point to class/struct/union/generic type type is 'int' (46) : error C2065: 'D3DADAPTER_DEFAULT' : undeclared identifier (47) : error C2065: 'D3DDEVTYPE_HAL' : undeclared identifier (49) : error C2065: 'D3DCREATE_SOFTWARE_VERTEXPROCESSING' : undeclared identifier (50) : error C2065: 'd3dpp' : undeclared identifier (65) : error C2227: left of '->Clear' must point to class/struct/union/generic type type is 'int' (65) : error C2065: 'D3DCLEAR_TARGET' : undeclared identifier (65) : error C3861: 'D3DCOLOR_XRGB': identifier not found (67) : error C2227: left of '->BeginScene' must point to class/struct/union/generic type type is 'int' (71) : error C2227: left of '->EndScene' must point to class/struct/union/generic type type is 'int' (73) : error C2227: left of '->Present' must point to class/struct/union/generic type type is 'int' (87) : error C2227: left of '->Release' must point to class/struct/union/generic type type is 'int' (88) : error C2227: left of '->Release' must point to class/struct/union/generic type type is 'int' [/quote]