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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 OliverNordbjerg

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  1. [quote name='GameGeazer' timestamp='1335148657' post='4933935'] Have a generic country object that either has a name or id you can use to idenify each country with. when a player clicks on the object check to see if that point is contained within the shape, if it is then select that country. Your method sounds a bit messy to say the least, I would really rethink how you're approaching the problem. [/quote] I thought of your approach, but I am worried that it will eat my CPU, and I am going to need that for other stuff. [quote name='SimonForsman' timestamp='1335153149' post='4933943'] Create a second (software) surface (hardware surfaces are slow to read from) with the colorkeyed version of the map and read the colors from that surface (don't render it). You can probably use a lower resolution for this map aswell to save memory (just remember to properly scale down the mouse position aswell before reading the keyed map though) Edit: Here is a link with info on how to access surface pixels with SDL: [url="http://www.libsdl.org/cgi/docwiki.cgi/Pixel_Access"]http://www.libsdl.or...gi/Pixel_Access[/url] [/quote] Thank you, I will use this approach.
  2. [b]Hello GameDever![/b] I am trying to create a game, in which you play a country with a number of provinces, but for this game to work, I need to have a way to select these provinces. I thought of making every province easy to identify by using unique colors (from a devers point of view), but of course, I do only want to use these colors internally, and they shouldn't be rendered. I thought of checking the pixel you are currently clicking on, and looking for the province with the color of the pixel in a table, containing pointers to all of the provinces. This seems fairly straight forward, but how do I get the unique color of the province, when I am rendering it with a different color? This problem [i]will[/i] be easier to understand for people who have played some of Paradox Interactives games before, because they also use a similar layout (I think). Also, I will be using SDL for this. Oliver