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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. Hello, Are private property accessors supported when using the non-prefixed syntax? This code: [CODE] class TestClass { private int MyProp { get { return 1; } } } [/CODE] results in a crash: [CODE] >msvcr90d.dll!_wassert(const wchar_t * expr=0x020fa840, const wchar_t * filename=0x020fa798, unsigned int lineno=3688) Line 346 C asCBuilder::CreateDataTypeFromNode(asCScriptNode * node=0x05a3c5e0, asCScriptCode * file=0x0546cf90, const asCString & implicitNamespace={...}, bool acceptHandleForScope=false, asCObjectType * currentType=0x00000000) Line 3688 + 0x1d bytes C++ asCBuilder::RegisterVirtualProperty(asCScriptNode * node=0x05a3c5e0, asCScriptCode * file=0x0546cf90, asCObjectType * objType=0x05542d58, bool isInterface=false, bool isGlobalFunction=false, const asCString & ns={...}, bool isExistingShared=false) Line 3284 + 0x39 bytes C++ asCBuilder::ParseScripts() Line 468 + 0x3d bytes C++ asCBuilder::Build() Line 192 C++ asCModule::Build() Line 205 + 0xb bytes C++ [/CODE] Using 2.23.0.
  2. Thank you, let me know if I can be of any help.
  3. The following code (in which [i]MyEnum[/i] has been registered as an enum and [i]MyEnumValue [/i]has been registered as enum value of [i]MyEnum[/i]): [code]void Update() { MyEnum enumValue = MyEnumValue; bool condition = true; if (condition) { if(enumValue is MyEnumValue) { int i = 0; } } else { int j = 1; } } [/code] Results in the following crash while compiling: [code]> msvcr90d.dll!_wassert(const wchar_t * expr=0x00a54ad8, const wchar_t * filename=0x00a54a20, unsigned int lineno=232) Line 163 C TestAngelScript.exe!asCByteCode::AddPath(asCArray<cByteInstruction *> & paths={...}, cByteInstruction * instr=0x0034a128, int stackSize=4) Line 232 + 0x20 bytes C++ TestAngelScript.exe!asCByteCode::PostProcess() Line 1642 C++ TestAngelScript.exe!asCByteCode::Finalize() Line 72 C++ TestAngelScript.exe!asCCompiler::FinalizeFunction() Line 237 C++ TestAngelScript.exe!asCCompiler::CompileFunction(asCBuilder * builder=0x00347628, asCScriptCode * script=0x00347740, sExplicitSignature * signature=0x00000000, asCScriptNode * func=0x00346bd8, asCScriptFunction * outFunc=0x003477e0) Line 577 C++ TestAngelScript.exe!asCBuilder::CompileFunctions() Line 637 C++ TestAngelScript.exe!asCBuilder::Build() Line 201 C++ TestAngelScript.exe!asCModule::Build() Line 205 + 0xb bytes C++ [/code] Potentially relevant watches at "void asCByteCode::AddPath(asCArray<cByteInstruction *> &paths, cByteInstruction *instr, int stackSize)": [code]- instr 0x0034a128 {next=0x0034a230 prev=0x00349e10 op=asBC_LABEL ...} cByteInstruction * + next 0x0034a230 {next=0x0034a288 prev=0x0034a128 op=asBC_LINE ...} cByteInstruction * + prev 0x00349e10 {next=0x0034a128 prev=0x00349f70 op=asBC_Block ...} cByteInstruction * op asBC_LABEL asEBCInstr arg 0 unsigned __int64 + wArg 0x0034a140 short [3] size 0 int stackInc 0 int marked true bool stackSize 5 int instr->marked true bool instr->stackSize 5 int stackSize 4 int [/code] Now, obviously, this code has been obtained by simplifying actual, useful code [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]. Strangely, removing the "if/else" will allow the code to compile. Also, isn't this an illegal use of the identity operator? Someone here found this issue. I'm not the original "author" and I'm thinking whoever wrote this meant to use ==. In fact, I'm not too sure what the operator should accomplish in this case (aside from logging an error at compile-time). Note that I'm not 100% sure the issue isn't on my side but, judging by the call stack, I doubt it is. I'm using v2.23.0. Any idea?