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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 sednihp

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  1. I'll try and botch something together for this. Haven't done any programming in a good few months. I'll be using SDL 2 and C++, hopefully I can find the time to make something.
  2. The site looks similar in chrome on the iPad too, https://www.dropbox.com/s/t2gf3eguubujmjz/2013-01-24%2006.32.28.png
  3. Note that develop for windows phone 8 (the newest version) you need at least windows 8 pro 64-bit. Which really restricts you to android and windows phone 7. Android is the biggest smartphone OS on the planet so I'd aim for that -it uses Java as well so you're good there too.
  4. Learncpp.com was a great site for me, goes from the basics to the advanced with good examples and explanations. Although as jbadams says, the best way is to learn by doing. Try making a console game, then look at sdl or sfml and make a pong clone. You'll make mistakes, you'll break stuff but if you stick at it you'll learn a hell of a lot and have a lot of fun (I certainly did)
  5. If you're using XNA with c#, look at pong, breakout and blackjack. All are good beginner projects with scope
  6. Bear in mind that when you do erase it removes the element from the vector and then moves every element behind it up one place. If your vector is of any kind of size this rearranging of memory will be a lot slower then the STL way, which moves all the elements to be erased to the end of the vector and then erases everything at the end.
  7. The allegro-md.dll should be somewhere on your machine (c:/windows/system32 probably). When you find it, copy it into your distribution and then it won't be missing when people go to play your game
  8. Instead of using new, use std::make_shared<T> instead, i.e. std::shared_ptr button1 = std::make_shared<GUIButton>(g_width/2-125, g_height/2-125, 0, 250, 100, "(L)oad Default Scenario", updatestate); Make_shared is exception safe and uses the same call to allocate the memory for the reference counting block and the resource itself, reducing construction overhead (and hey, if you're doing something 2000 times you want to do it the most efficient way possible) For more advice on how to use shared_ptr I found the MSDN article excellent (there are equivalent articles on unique_ptr, weak_ptr and general smart pointers as well) If you didn't have to call setShortCut() and setZOrder() I would have recommended emplace_back as well, UIElements.emplace_back(std::make_shared<GUIButton>(g_width/2-125, g_height/2-125, 0, 250, 100, "(L)oad Default Scenario", updatestate)); Which constructs the element in place in the vector
  9. I like LazyFoo's state machines article myself: http://lazyfoo.net/articles/article06/index.php
  10. You'd use something like a 'std::vector<Sword*> swords' and then to add to it 'swords.push_back(new Sword())' Just make sure that when you're done with the vector you delete all the memory allocated (iterate through the vector and call delete on each element). If you've got a c++11 compiler (VS2012/GCC 4.7) you can use smart pointers (unique_ptr or shared_ptr) which will handle the memory deletion for you
  11. Cheers guys, seems so obvious to do it that way SiCrane, thanks for that. I'm using vs2012 so I'll have to see if emplace_back is one of the c++11 features that made it in.
  12. I'm currently working on a Fruit Ninja clone using SDL and I want to restrict my fruit to being created at a random x co-ordinate, but so that they fully appear within the bounds of the window (800x600). My current code (which is a work in progress) looks something like this:       fruit.push_back(std::unique_ptr<Fruit>(new Fruit(rand() % (mediaCache.scrWidth() - 50), mediaCache.scrHeight(), mediaCache.getImage("fruit.png"))));     Which creates a new Fruit at a random x position at the bottom of the window (so it can bounce up into it) and gives it an image.   50 is the width of the Fruit, so to ensure the whole Fruit starts inside the window I take it away from the screen width. I can't access the width through a get() method before the Fruit itself is actually created, so is the best way to do this to make the width a public const static member inside Fruit and use Fruit::width instead of 50 or is there a better way?   Thanks
  13.   I just came across this the other day. Scott Meyers' range of Effective C++ books are also a great read on best practices
  14. learncpp.com is the best tutorial I've found for C++ on the internet and cppreference is great for a language reference site, both of which helped me massively when learning the language
  15. C++ isn't a great place to start if you're not confident in programming. Python is a lot easier place to start, especially as you have a background in it (however small). You can run it with PyGame to make 2D games like Pong, Space Invaders etc. Invent With Python is a good starting point, it will take you through making games with PyGame and has a lot of different types of games in it. Once you feel like you've gone as far as you can with Python, then moving on to C++ will be a lot easier, at which point you'll need SDL or SFML for 2D programming. Once you're happy with your work with those, then you'll want to move onto OpenGL/DirectX for 3D work.