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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. Hey Stitchs, The executable complains about MSVCP100.dll not being present, you might as well want to include that. Furtermore, I took a quick look at your code, and it seems okay to me. I don't know how much experience you have in C++, but I think this program is written with a good sence of object orientation. One thing though, why do you save the score in the bat, and not in the arena? Aart
  2. Sorry, what I actually meant was an std::vector. Thanks for the link though, I'll check it out. I'll see what I can do with the information I have now. Time to write everything down and create some structure graphs. Thanks all. Aart
  3. I assume the coordinates in this function represent the position on the screen in pixels. So if you want to move the viewport, what you call 'stage', you would have to substract the viewport position from the position of the object you want to draw to find the right place on the screen. Example: [code]int objectPosX = 2000; int objectPosY = 2500; int viewPortPosX = 1500; int viewPortPosY = 2000; int drawPosX = objectPosX - viewPortPosX; // 500. actual position in pixels where the object should be drawn on the screen int drawPosY = objectPosY - viewPortPosY; // 500 // put here your draw call[/code] Forgive me, I have no experience in Java, but I hope this makes it clearer.
  4. If you want to negate the movement, might it be an option to reduce the speed to zero and then place the player excactly on the spot where it collided? Just a suggestion, I don't know excactly what you are trying to achieve. Aart
  5. Hey Cdrandin, What are you studying excactly? Since you will be learning OpenGL I figure that you are not the only one who likes creating games. I think it would be a good step forward if you try to find some likeminded people and make something cool. I see you would like to start creating 3D games, but this might require more then one team member, since it is alot more work then 2D games. Creating a few simple games in a team really shows what you've got and you will learn alot too. If you want to try 3D anyway: I have no experience in Python, but I can write C++, and I know C++ combines well with OpenGL. If you want to give C++ and OpenGL a try, google freeglut. This a good library that helps you with OpenGL in C++. Aart Edit: freeglut is actually C, which is the precursor of C++ Also! This year I will be joining the Global Game Jam for my first time. There you will create a game in 48 hours, with people you most likely have never met before. Everyone is welcome, artists, programmers, musicians. I think you would rather like it. It would also be a good oppertunity to ask questions to more experienced people. The event starts on january 25 and ends on sunday january 27.
  6. Alright, that helps me. I have run into another problem though. Since the hierarchy manager will have functions that returns objects of a ceirtain requested type, would it be a good idea to keep a different list for each object type? Iterating through all objects and checking their type seems pretty slow to me.
  7. Alright, seems like it's pretty cool. I'd like to meet people who like this stuff as much as I do. Finding that one programming language/engine your whole team knows could be pretty hard I guess, but I'll see what will happen. Thanks for the info. Aart
  8. Hey all, I have some experience in game programming, because it is my hobby and I study game technology, but I thought it would be interesting to join the Global Game Jam. I wondered if some of you could share your experiences with this kind of events, and if you recomment it. I also wondered if anyone has joined one in the Netherlands, and how popular these jams are overhere. Aart
  9. Thanks all. I will try to implement functions similar to the ones frob mentioned, that seems like a good way of easily fixing what I need. I have another related question now. What would be a good way of accessing such a hierarchy manager? All my objects currently have a variable in which their parent is stored, so by iterating through all these variables they will end up at the root, which will be the hierarchy manager. I don't like this way though, I think it's rather slow. Would it be better to pass the hierarchy manager to every objects contained in this specific hierarchy?
  10. Hello, I am designing the object hierarchy for a small game I want to make in C++. At a certain point I have a list with all game objects in it, like enemies, trees, the player, etcetera. What would be a good way of accessing other game objects in one of these objects? For example if an enemy has to check wether another enemy is nearby. My first idea is making multiple lists inside the list for every different game object, but this doesn't seem very practical. I am sure you have better ideas. Thanks, Aart
  11. Hey, I have a question regarding the use of shaders in XNA(C#). What I am trying to achieve is create a window sized grayscale texture which I will use later as a lightmask. My shader works fine, It calculated the right gray value for each pixel, but this only works if I draw a black texture which has the size of my window. This is only the case if I render to a texture, rendering directly to the screen works without drawing anything. So my question is: How do I achieve the effect when drawing directly to the screen, but now rendered to a texture? Thanks in advance, Aart Stuurman Edit: I think my question is a bit vague. What I actually try to right now is create a render target with a certain width and height and make it completely black. If anyone can tell me how to do this, I would be very grateful. I also just noticed this is not really the right section for such a question. Sorry about that. Edit2: My personal try was this: [code] public void EmptyTexture(Texture2D tex, Color color) { // Create a color array for the pixels Color[] colors = new Color[tex.Width * tex.Height]; for (int i = 0; i < colors.Length; i++) { colors[i] = new Color(color.ToVector3()); } // Set the color data for the texture tex.SetData(colors); } [/code] This incredibly slow though.
  12. Thanks guys! Both those links are wonderful. I will show them to my project members and I'm sure we'll find a cool one.
  13. Hello all, My name is Aart Stuurman. I study gametechnology at the university of Utrecht. The course I am following now is an introduction project in which we will choose a retro game(or at least a relatively simple game), which we then remake and in which we implement new technology(as motion tracking/voice recognition) or upgrade things as artificial intelligence. I find this a very interesting project and I think it has much potential, but the problem is: which game to ch[i]oose?[/i] The game must have things that can be upgraded, or it must be logical to implement this 'new' technology. So my question is: Which (retro)games do you find interesting to remake and upgrade? Thanks in advance, Aart
  14. For anyone who is interested; I am goin to you Boost's Serialize to create a map maker and loader and use Boost's stream options to let Serialize create a binary file. [url="http://www.boost.org/doc/libs/1_49_0/libs/serialization/doc/index.html"]http://www.boost.org/doc/libs/1_49_0/libs/serialization/doc/index.html[/url] -Aart
  15. Okay thanks. I will try some of those and look into some articles on binary maps. -Aart