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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.

waxie

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  1. Cheers for pointing me in the right direction BeerNutts. [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] I'll check them out now!
  2. Hi there everyone, I am in the process of making my 1st platformer game akin to Mario/Sonic and im still learning all the details. Ive started it in SDL but am now looking at SFML. I have been looking at level design and how you move your player around the screen. I understand that for the level design you put sprites on the screen at different location such as: - a platform you can jump on - a spike on the floor - a baddie in the corner - some ladders that you can climb. - etc, etc After doing some reading on the net everyone seems to make thier own level designer but I just wanted to ask the experts here what you all do. My questions are: What does everyone else use to generate maps for their 2D Platformer games? Do you all use some kind of Map Editor thats available out there? Is there a free map editor that I can use? Or do you just roll your own? Thanks in advance for your replies
  3. Ah-haa!! I see. Is that how things work around here [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] It feels like my first day at school!! - I only found out about this site recently and I signed up today. [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] Duly noted.
  4. Thank you for your advice Alpha. I'll download SFML now and kick the tyres so to speak.
  5. Can I ask, as a beginner am I making the rightt decision using SDL? My aims are to: - Get an understanding of general game mechanics - Write a cheesy 2D platformer game I would like to see it playing on as many systems as possible (win / mac / linux / android / ios (WinMetro if possible) ) which is the original impetus for asking my question. Is using SDL the way to start here? - If you was starting from brass-tacs today would you use SDL or would you prefer another library? ...or, am I just asking the wrong question and in the end I will need to understand a couple of different libraries if I want my chessy platformer game to be available to as many platforms as possible? Thanks.
  6. Thank you for your answer here Alpha. DX5/6 eh? Hmmm that does put a crimp onmy plans and is a shame. I will have a look into SlimDX but it is becomming clear that there is not one API to rule them all and at some point you will have to port a game to one of the other platforms if the libraries are not available.
  7. Hi there All, I have asked this question over at StackExchange but have not got a proper responce so I thought I would aks here! I am just beginning to dip my toe into game programming and have been reading up on all the different API's out there like SDL, SFML, OpenGL, XNA, MonoGame and of course DirectX. (Needless to say there are a lot of choices out there) As much as I like SFMLs object oriented syntax I have chosen to read up and start with SDL as it is pretty ubiquitous and available on every platform (Windows, Linux, Mac) and also available on portable devices (Android, iOS) with the current exception of WinPhone 7. Plus there are lots of tutorials on the net about it. After that pre-amble here is my question. I notice that the docs say that for the windows platform the SDL API calls through to DirectX for higher perf. ( http://www.libsdl.org/intro.en/whatplatforms.html ) Microsoft have said that for Metro Game Apps you can only use DirectX (which means no XNA, no OpenGL, no SFML, etc, etc) My question is: If SDL just wraps DirectX calls will I (we) be able to use SDL to bring games to the new Metro WinRT environment and Windows 8 marketplace? This would be great if possible. Additionally as WinPhone 8 is supposedly built on Win8 then this could mean SDL would be available on the win phone in the future too. My first question again is, am I right in saying that SDL uses DirectX on windows? The documentation seems to say that but other people in forums write that it targets OpenGL? My Second question is, if SDL does target DirectX then should we be able to target Metros Apps going forward? I have installed Visual Studio 11 (beta) in Windows 8 Consumer Preview (CP) and went file->New to check project types. The project types that look of interest to me are: "Blank Application", "Direct2D Application" "Direct3D Application" I have generated a simpel "Direct2D App" but when you make calls through to SDL it generates its own seperate window when you call: SDL_INIT. My third question is: Is it possible to link/setup the SDL window to point to the Direct2D surface in the this project? Thanks everyone for taking the time to read this post and secondly for your time in responding to this question and I look forward to hearing your response. PS: I am a complete newbie in this area and am just looking for the best API library that targets as many systems as possible and from what I have read SDL seems to fir that bill.