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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. For Ogg try this:[url="http://www.codeproject.com/Articles/11032/NET-Implementation-of-an-Ogg-Vorbis-Player"]http://www.codeproje...g-Vorbis-Player[/url] "What do I need to do?" Go to the link I gave you, download the source files and extract them. You'll have two directories: VS2003 and VS2005. Go to the latter and access OggPlayer Demo and pick-up the file TgPlayOgg_vorbisfile.dll and copy it in the same directory where you have the executable for your C# program. This dll file is actually a native C++ library and you'll have to import its functions in your C# application. Here is how you do it: Open the OggPlayer Sample directory, locate the file NativeMethods.cs and copy the code from it in a code file in your application. What that code does is that it imports the native functions from the dll into your managed application and now you'll be able to use them as if they are part of your code. An important note here: in order for this to work you'll have to check Allow Unsafe Code in your project's properties. Next take a look at the file OggPlayer.cs from that same directory to find out how to play streaming music. Sound effects are played by writing the decoded PCM data entirely in the sound buffer. "Also - should "sounds" (effects: rain, walking, etc) be preloaded into memory and music be streamed from the harddisk?" Sound effects are short enough and small enough even decoded into PCM that they can fit in the memory. Music, however, in decoded PCM format can be extremely large, so it has to be streamed. You can stream it either from the file located on the harddsik, or from a copy of that file loaded in a memory stream. I use the latter.