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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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About mcjohnalds45

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  1. Thanks heaps [url="http://www.gamedev.net/user/47547-jtippetts/"]JTippetts[/url], fixed the problem!
  2. I'm trying to find the angle aimDirection with this code. [CODE] aimDirection = atan2(mouseY - vertical centre of box, mouseX - horizontal centre of box) * 180 / pi; // what I'm doing in english [/CODE] [CODE] aimDirection = atan2((double)(mouseY - hitBox.y + (hitBox.h / 2)), (double)(mouseX - hitBox.x + (hitBox.w / 2))) * 180 / M_PI; // actual code [/CODE] I thought you could use atan2 like so to find an angle, maybe I'm wrong. [CODE] angle = atan2(y2 - y1, x2 - x1) * 180 / pi. [/CODE] I don't know how to describe the situation clearly so I made a pretty picture instead. [img]http://i.imgur.com/WfQMZ.png[/img] But the angle is never what I expect (depending on where I move my mouse vs the middle of the box) when I run the program. (Sorry if I don't reply till tomorrow, it's getting late and I don't want to be drowsy for school [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img])
  3. The non-capital events was valid because I had left accidentally left a variable that I wasn't using any more in my Player class definition, if I had remembered to delete that I wouldn't have had a problem, anyway, thanks a lot!
  4. Problem solved, I made stupid mistake, I was using 'events' in my onEvent function instead of 'Events', thanks heaps for pointing that out. (Note to self: Never code at 1 am ever again!)
  5. First post, hooray! I'm trying to call onEvent (a function of my player class) every time I call SDL_PollEvent in my game loop to move my player up when I press W. Part of player definition. [CODE] void Player::onEvent(SDL_Event Events) { if (events.type == SDL_KEYDOWN) { switch (Events.key.keysym.sym) { case SDLK_w: ySpeed = -maxSpeed; break; } } if (events.type == SDL_KEYUP) { switch (Events.key.keysym.sym) { case SDLK_w: ySpeed = 0; break; } } } [/CODE] Part of my main function where onEvent is called. [CODE] while (SDL_PollEvent(&events)) { if (events.type == SDL_QUIT) run = false; player.onEvent(events); } [/CODE] I expect my player to move up when I press W but it does not, I am almost certain there is something wrong with onEvent's definition or how I am calling it because changing the above piece of code to the following makes the program run as expected. [CODE] while (SDL_PollEvent(&events)) { if (events.type == SDL_QUIT) run = false; if (events.type == SDL_KEYDOWN) { switch (events.key.keysym.sym) { case SDLK_w: player.ySpeed = -player.maxSpeed; break; } } if (events.type == SDL_KEYUP) { switch (events.key.keysym.sym) { case SDLK_w: player.ySpeed = 0; break; } } } [/CODE] Sorry for goofing up any terminology, I'm pretty new to c++.