• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

111 Neutral

About ProvenDantheman

  • Rank
  1. I'm about to explode. This problem is hindering me from getting anything done   I ran the command openal-info. This is my output... Available playback devices:     !!! none !!! Available capture devices:     !!! none !!! Default playback device: Default capture device: ALC version: 1.1 !!! Failed to open default device !!!
  2. volume = max_volume - sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1));
  3. I'm fairly certain I'm using the most up to date version of pulse.
  4. Hello, I've been trying to program basic sound in linux with OpenAL. However, when I compile the code and run, I get no sound. I've linked to lopenal and lalut.   When I compile using this code, I get an error in the console that says dev/dsp can't be found...   alutInit(&argc, argv); ALuint buffer = alutCreateBufferHelloWorld(); ALuint source; alGenSources(1, &source); alSourcei(source, AL_BUFFER, buffer); alSourcePlay(source); return(0);
  5. I sort of figured out the issue. I ran the application with an Ubuntu session, as opposed to a Gnome3 session. In Ubuntu, the title displays fine. In Gnome, it does not.   I've created .desktop files in Gnome, using the specifications required, but that yielded me with no results. I ended up having a nice looking launcher for the app, but the title displayed incorrectly.
  6. I created an application in code::blocks using a template, and it yielded the same results.
  7. I'm stumped :/
  8. I'm not sure, I'll try to look into it more.
  9. Hold the RAW pixel data of the texture in two arrays. Use array two, to display the texture. Array one will be const, that way you can't change it.   Now, when you initialize, load the texture into array one and two.   When it starts to snow, add values to random pixels over time in array two so it will slowly start turning white.   When it is done snowing, revert the pixels back over time to the original texture using data from array one.
  10. Why waste 54 bytes on a header? Just use raw data.   to save:   FILE * fileLevel; fileLevel = fopen(NAME,"w"); fileLevel = fopen(NAME,"a"); for(int i = 0; i < LEVELHEIGHT; i++) { for(int j = 0; j < LEVELWIDTH; j++) { fputc((char)LEVELDATAARRAY[i][j],fileLevel); } } fclose(fileLevel);   to open:   FILE * fileLevel; fileLevel = fopen(NAME,"r"); for(int i = 0; i < LEVELHEIGHT; i++) { for(int j = 0; j < LEVELWIDTH; j++) { LEVELDATAARRAY[i][j] = fgetc(fileLevel); } } fclose(fileLevel);
  11. Well, I always make sure my dynamic arrays are deleted before allocating more memory, and I also make sure I allocate enough memory before accessing it.   Don't do this:   int * i = new int[10];   somefunc(){ i = new int[11]; }   instead do this:   int * i = new int[10];   somefunc(){ delete[]i; i = new int[11]; }   Do not do this:   int * i = new int[10];   somefunc{ int var = i[11]; }   Make sure you allocated enough memory in your dynamic array.   Also, make sure you only call delete once, or if there is a possible instance of you calling delete twice, set the variable to NULL when you delete it. Deleting a NULL pointer has no effect.
  12. I have not. Thank you for the suggestion, I'll try it and update you on my problem   I tried the function. It changed the name of the OpenGL window, but not the name in the Activities bar above. Thanks for the suggestion :)
  13. 2D is much, much easier. I can make 2D art in minutes. I can't ever make any decent 3D art :(
  14. I'm using: C++ Code::Blocks glut OpenGL Linux   On the top of the screen, you have a title, and an icon. My icon is blank and the title is unknown. Any ideas on how to fix this? View the attachment.