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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. i have the following declaration in my class array<Mesh::TexturePlane@> pointMesh; this gives me the following error: [b]main.asc (14, 5) : ERR : Expected method or property[/b] [b]main.asc (323, 1) : ERR : Unexpected token '}' [/b] line 323 is the last line of my script. When i remove the Namespace in the c++ "scriptEngine->SetDefaultNamespace("Mesh")" array<TexturePlane@> pointMesh; << compiles ok I also tested the simple array notation works with the namespace Mesh::TexturePlane@[] pointMesh; << compiles ok Seems like a bug in the array template addon notation.
  2. Thanks Andreas, That would be a good choice/change. Or I just needed to check the API more throughly. Greets Michael
  3. just when i posted the question is see my problem. [CODE] int CScriptBuilder::AddSectionFromMemory(const char *scriptCode, const char *sectionName) [/CODE] AddSectionFromMemory takes 2 arguments. I forgot the 2nd one to pass the included script name. So the first one gets added and the second one gets ignored because of the same (null/empty) section name. Thanks.
  4. Hi, I'm trying to implement the angelscript engine but i ran into a problem when i try to include other files in my angelscript source files. I'm building the scripts with the scriptbuilder addon. When i try to build the module i get the following error. [b](3, 1) : INFO : Compiling void main()[/b] [b](7, 5) : ERR : No matching signatures to 'testinclude()'[/b] I have implemented my own include callback and verified that all the scripts get loaded and the callback is triggered. [CODE] //include handler, this function is called once for loading test.asc int includeScript(const char *include, const char *from, CScriptBuilder *builder, void *userParam) { const char *contents = MBEngine::ResourceManager::loadTextFileConst(include); if ( NULL != contents ) { int ret = builder->AddSectionFromMemory(contents); assert(ret >= 0); return 0; } return -1; } scriptEngine = asCreateScriptEngine(ANGELSCRIPT_VERSION); int ret; ret = scriptEngine->SetMessageCallback(asFUNCTION(MessageCallback), 0, asCALL_CDECL); assert( ret >= 0 ); RegisterStdString(scriptEngine); RegisterScriptArray(scriptEngine, true); RegisterScriptMath(scriptEngine); RegisterScriptDictionary(scriptEngine); ret = scriptEngine->RegisterGlobalFunction("void print(const string &in)", asFUNCTION(print), asCALL_CDECL); assert( ret >= 0 ); CScriptBuilder scriptBuilder; //set the include loader scriptBuilder.SetIncludeCallback( includeScript, NULL); ret = scriptBuilder.StartNewModule(scriptEngine, "Main"); assert( ret >= 0 ); //load main script const char *mainScript = ResourceManager::loadTextFileConst("main.asc"); ret = scriptBuilder.AddSectionFromMemory( mainScript ); assert( ret >= 0 ); //compile the script this where the compiler error is triggered ret = scriptBuilder.BuildModule(); assert( ret >= 0 ); [/CODE] my 2 angelscript test files main.asc [CODE] #include "test.asc" void main() { print("I'm now in main()\n"); testinclude(); } [/CODE] test.asc [CODE] void testinclude() { print("included function()\n"); } [/CODE] I used the sample "include" as a reference Who can help me, what i'm i missing here.