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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. [quote name='The_Neverending_Loop' timestamp='1341346423' post='4955437'] +1 for the new mac book pro with retina display [/quote] His budget is $1500, the new macbook is $700 more than he needs. I agree that he can dual-boot, but for the price range, it is (to me) a terrible choice. You can even dual-boot a Mac OS on a custom built PC, [url="http://tipsotto.blogspot.com/p/dual-boot-mac-os-x-windows-7.html"]http://tipsotto.blogspot.com/p/dual-boot-mac-os-x-windows-7.html[/url]. The only redeeming quality I can think of would be the ability to program for iOS. I like the OS, and I can understand the higher price on a 'prettier' product, but if you want it to program for many disciplines, a Windows (or Linux) laptop is a good choice.
  2. [quote name='Reflexus' timestamp='1339460859' post='4948343'] Square Enix is killing the meaning of "RPG." I think all of their recent titles are completely worthless (I would even say, spanning back for quite a long time actually. At least 4 or 5 years) [/quote] Not really discussing it, but if you want to see a good example of an RPG SquareEnix should be making, play Xenoblade. Game is fantastic. Unless of course you already have, and that is what your opinion is based upon, then good on you.
  3. [quote name='DJTN' timestamp='1338391021' post='4944697'] You have defined a structure but you have not declared a var to hold the struc in memory. [/quote] Not quite correct, since VertexCol::Decl is a static variable. Refer to this: [quote name='hupsilardee' timestamp='1338119523' post='4943677'] Making sure that you have initialised VertexCol::Decl [/quote] I would go with hupsilardee's advice of copy-pasting the VertexColElements definition directly above the call to CloneMesh().
  4. First of all, you [url="http://www.gamedev.net/topic/624983-some-basic-question-about-ranges/"]already had a post[/url] where I posted this exact article. Continuing the discussion instead of hopping to another is preferable, because people can have more context. frob has it right, more fundamental math classes in your future can only help you at this point. EDIT: Talked about context, just to ignore it myself. Woo.
  5. The books and links are referencing algebra and calculus formulas. Which are quite central to games in general. I do not enjoy just the theorems particularly either, but calling them 'pointless' is a little harsh. But, if you are unwilling to learn the actual math behind it (the dot product is simple and powerful enough to not really matter) here is an [url="https://www.mvps.org/directx/articles/math/dot/index.htm"]article[/url] explaining it in fairly easy terms. [quote] [color=#000000] A [font="Trebuchet MS"]· B = A[sub]1[/sub]B[sub]1[/sub] + ... + A[i][sub]n[/sub][/i]B[i][sub]n[/sub][/i][/font][/color][color=#000000] [font="Trebuchet MS"]The dot product is thus the sum of the products of each component of the two vectors. For example if A and B were 3D vectors:[/font][/color][color=#000000] A [font="Trebuchet MS"]· B = A.x * B.x + A.y * B.y + A.z * B.z[/font][/color] [/quote]
  6. I would like to, but if I have to work on that Saturday it doesn't seem like I can. I suppose sign me up, then
  7. I would set breakpoints on every line of code that has _mazeMap on it, and make sure it has what you think it does on every line. And is this code EXACTLY what you have in your Map destructor? (My guess is no, if that is the case, post the actual dtor.) [CODE] Map::~Map() { std::vector::iterator iter = _mazeMap.begin(); for (iter = _mazeMap.begin(); iter != _mazeMap.end(); ++iter) { delete *iter; } } [/CODE]
  8. 1. Your last post isn't complete. ( I realized a little late you said your dtors were empty, lol ) 2. [url="http://www.touch-code-magazine.com/how-to-debug-exc_bad_access/"]http://www.touch-code-magazine.com/how-to-debug-exc_bad_access/[/url] This might help a little. It seems as though something is accessing some allocated memory after it was released, so your delete/clean up steps are most likely correct, but somewhere down the line something ELSE is trying to access memory you've already freed. Since commenting out the delete *iter stopped the error from happening, the culprit is most likely _mazeMap. 3. Since I am not familiar with xcode or GDB debugger, what is _mazeMap's and iter's REAL definitions? You have [CODE]vector _mazeMap; std::vector::iterator iter = _mazeMap.begin();[/CODE] which don't seem like correct syntax. [CODE]vector< Wall * > _mazeMap; std::vector< Wall* >::iterator iter = _mazeMap.begin();[/CODE] It's better to post *exactly* what you have, instead of cleaning it up for a post. I would also try the _mazeMap.clear(). If you don't, you basically have _mazeMap full of garbage pointers. 4. Get familiar with breakpoints. They will be your best friend in situations like this.
  9. [quote name='madRenEGadE' timestamp='1336675026' post='4939078'] If you want to avoid manual deletion of the pointers you could use a vector of smart pointers instead of raw pointers. C++11 offers you std::shared_ptr. [/quote] Seeing as OP has commented multiple times they are not very strong with programming, this may be pointing them to a completely different direction, especially when I am under the impression that if they figure out this problem, they will learn more about memory management than they will from the moving to the new C++ standard. [quote name='bean.' timestamp='1336675002' post='4939077'] Here are the 2 class definitions. [/quote] Can you also post the Wall and VisibleGameObject constructors and destructors?
  10. For the boost issue, I would definitely use the version the UI library uses. The differences between 1.33 and 1.48 for the boost\serialization folder is astounding. (The [url="http://gigi.sourceforge.net/doxygen/building.html"]documentation[/url] says 1.34 though) GiGi doesn't seem to support it, and the SourceForge page has 0/3 recommendations for installing it. Good luck, I tried my hand at scons compiling NSIS the other day, and I quit trying after about 20 minutes. I would also try to get the same version of scons. I would guess it is also outdated, if Boost is any indication. First, though, make sure Python is in your PATH. That has shot me in the foot more times than I'd like to admit.
  11. [url="http://allefant.com/articles/isometricprojection/"]This [/url]article seems like a good starting point for isometric mathematics and your particular problem, and it is not language specific.
  12. [quote name='pabloruiz55' timestamp='1335800214' post='4936104'] I've put together a few tips for designers that have to deal with programmers [/quote] 'Dealing with programmers' seems a tad.. combative. I am sure that is not your intention, but it comes with the connotation that programmers are an inherent problem, and you have to tiptoe around them, for fear of their wrath. I've seen my share of disagreements between designer and programmer, and they never (usually) come to blows, but coming into it with the mindset of having to 'deal' with someone is already a bad first step.
  13. [quote name='way2lazy2care' timestamp='1335969641' post='4936773'] This interests me, but I doubt it will be pulled off the way anyone would like it to be. [/quote] Likewise, people may not play it as 'intended,' but telling someone they are playing a game wrong is a floggable offense This game I may ACTUALLY play through the campaign more than once, especially if they have a coop campaign. And their 'Strike Force' mode seems to at least break up the monotony, especially if you want a change from the normal game mode.
  14. I personally couldn't care less about the graphics. Since all graphics seem to be a moot point when up against PC games, why go down that path? How about the gameplay comments from that article? Rifle that can see and shoot through walls? Campers beware. The difference between any other COD and Black Ops 2 seems to be the moldable story. As in, the end is actually affected by how well you do in the game. And it seems to no longer be a 'cinematic' game, where the linearity is the story. I'm excited for it, if only because Black Ops is my FPS of choice right now. Treyarch seems to want to raise the bar on their games, instead of rehashing the same tired formula. [quote name='FLeBlanc' timestamp='1335968229' post='4936766'] How many times can they sucker people into buying the same game over and over? [/quote] We will see if it is the same game, right now it is too early. But, I'm already going to go ahead and assume you only watched the trailer, and didn't read any previews about it. If you're talking about just FPS mechanics, then of *course* it's going to be an FPS. It's just a different experience, better balance, new toys, etc.
  15. It seems as though no one in this thread is on the same page, but yes. [code] std::vector< std::string > file_name; file_name.push_back( "C:\Dev\LOADME.obj" ); loadObject( file_name[0] ); // If the above needs a const char * parameter, // and you don't want to change the definition: loadObject( file_name[0].c_str() ); [/code] I hope this is closer to what you need.