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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.

BackFlipp

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  1. I'm listening to Serendipity by Tom Middleton on Pandora http://t.co/qv2AOfau #pandora
  2. Sure, NOREMOVEchecks if there's a message on the queue and returns true if there is. Then, you use GetMessage to pull it off the queue and process it. You're right that looping on it until all messages have been processed is the better way to do it (even better: render in a separate thread, so you don't slow your render loop if processing tons of input/messages). That said, it doesn't give any insight as to why the behavior is different. In both the first and second cases, the message queue is processed successfully; messages are caught, translated, and passed. Starting fullscreen or windowed works in both, but switching contexts via alt-enter doesn't work in the latter.
  3. I'm listening to Burning Ice by Stratosphere on Pandora http://t.co/mo5XllAy #pandora
  4. Heya all I'm following the DirectX tutorial here: [[url="http://www.directxtutorial.com/Tutorial11/B-A/BA4.aspx#still"]1[/url]] I've found some strange behavior with the main loop... The tutorial uses the following [code]while(TRUE) { if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); if(msg.message == WM_QUIT) break; } RenderFrame(); } [/code] When you hit alt-enter to switch to fullscreen mode, it works flawlessly. However, if you change the main loop to this: [code]while(TRUE) { if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) { GetMessage(&msg, NULL, 0, 0); DispatchMessage(&msg); if(msg.message == WM_QUIT) break; } RenderFrame(); } [/code] When you hit alt-enter, it starts to go fullscreen, then "dings" an error and returns. It seems like it has to do with the PM_NOREMOVE flag, as the following shows the same broken behavior as the latter: [code]while(TRUE) { if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) { } if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { DispatchMessage(&msg); if(msg.message == WM_QUIT) break; } RenderFrame(); } [/code] The DirectX debugging output doesn't give any errors or warnings. Interestingly, it has to do with the context switching itself, not the fullscreen... if you change the line: [code]swapChainDesc.Windowed = false;[/code] It starts fine in fullscreen, but fails to switch out of fullscreen on alt-enter. Any reason why PM_NOREMOVE would break fullscreen switching? [1] [url="http://www.directxtutorial.com/Tutorial11/B-A/BA4.aspx#still"]http://www.directxtu.../BA4.aspx#still[/url]
  5. I'm listening to 8:07 by Global Communication on Pandora http://t.co/EsfTqQz7 #pandora
  6. I'm listening to Okinawa Sunset by Johan Gielen on Pandora http://t.co/FDJrcUVr #pandora
  7. I'm listening to Untitled Dub With Noises by Christopher Lawrence on Pandora http://t.co/f5CrKuHN #pandora
  8. I'm listening to Mana by Shiloh on Pandora http://t.co/n6MCSWBC #pandora
  9. I'm listening to So Flows The Current by Patrick O'Hearn on Pandora http://t.co/dQrc9cyC #pandora
  10. I'd suggest getting familiar with CMAKE. It's a bit convoluted to learn, but once you get it up and running it can automatically generate VS project files on Windows and Linux. I haven't used it with Mac, but I would imagine it would be able to do the same.
  11. Heya! I'm very new to XCode's IDE so bear with me here. I've got two xcodeproj projects: A and B. A builds a framework, and B links to it via B->External Frameworks And Libraries->A.framework. Both are set to build to the $(PROJECT)/builds/Development directory, and do so successfully. When I run B from within XCode after building it, it starts up successfully and runs. However, when I open a terminal and navigate to $(PROJECT)/builds/Development and run ./B, it fails with the error "dyld: Library not loaded: @executable_path/.../Frameworks/A.framework/Versions/A/A". Now, as far as I can tell, the only thing that can possibly change between the two settings (XCode vs Terminal) is some path environment variable that is set in XCode that isn't present in the Terminal. So, a few questions: 1. Why would it successfully find the A framework when I run it from XCode, when there is no "Frameworks" folder anywhere inside side the project? 2. I have the "Framework Search Paths" set up for $(PROJECT)/builds/Development, but it doesn't seem to do anything. Is that only for building? 3. Does setting A's "Dynamic Library Install Name" to something like "@executable_path/.../Frameworks" require that any executable that uses it be located relative to it? It seems a little backwards to require that the app be located relative to the framework. On Linux, you'd install the library to /usr/local/lib and the executable anywhere you'd want, ya? Thanks!
  12. I'm listening to Another New Day by Jazzanova on Pandora http://t.co/hPjSAdJN #pandora