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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.

iXenocider

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  1. [quote name='FLeBlanc' timestamp='1353361498' post='5002450'] Have you tried the [url="http://www.glfw.org/documentation.html"]docs[/url]? What was the problem with your previous attempts? GLFW isn't a "tricky" library (there are some out there). As long as your includes are where they can be found and your library is where it can be found, it should be as straightforward as can be. [/quote] The issue I am having is, it wont compile. but I really don't know what I am doing right/wrong. I need tutorial showing me everything I need to do to set it up correctly, so I can compile it and release it.
  2. Over the past few days, I have been torturing myself, trying to figure out how to set up a basic GLFW project, I attempted in both Netbeans and in Code::Blocks. I also tried looking up a tutorial for setting up a project, and have yet to find one. I don't really mind which IDE the tutorial uses, I am open for change, I just need a tutorial on the basics of setting it up. Thank you, if you can help. [b]tl;dr [/b]I need a tutorial on setting up a GLFW project, IDE does not matter.
  3. I have been using IntelliJ, it is a great IDE created by JetBrains. If you have ever used "ReSharper" for VS, this was created by the same people, oh, and it's free! http://www.jetbrains.com/idea/
  4. [quote name='szecs' timestamp='1339615413' post='4948890'] *Um.... How about using multiple files? One file per map. [/quote] That would not help with anything, the total file size would be exactly the same. [quote name='szecs' timestamp='1339615413' post='4948890'] *If there's a lot of repetition on the maps you could compress the map (for example with [url="http://zlib.net/"]zlib[/url]) [/quote] I can try that thanks, but it takes time to compress and decompress. I don't want them to be waiting for 3 minutes just to save or load their game. [quote name='szecs' timestamp='1339615413' post='4948890'] *What do you mean by "it only generates the map"? Can't you save only the necessary data and rebuild the map? [/quote] It only generates the maps that they walk into. I can try and think of a way to save only necessary data.
  5. Hello fellow GameDevs, I have been having a pretty big problem recently. I am trying to find the best way to save data for my map files. [size=5][u][b]Overview[/b][/u][/size] Let me give you a brief example of how it works. The world consists of an array (20 x 20) of maps, and in each map, there is an array (20 x 20) of blocks. For further information, I am using [b]C#[/b], and [b]XNA[/b]. [size=5][b][u]Problem[/u][/b][/size] I use serialization to save the whole world but when I do, the file size is at least 170 Mb. Maybe I am doing it wrong, but I do not know why it is such a large file. If you guys could help me by giving me a better way to save data that would be awesome! [u][size=5][b]Extra[/b][/size][/u] I did make it so it only generates the maps that you go into, and the file size is relatively small. But once the player starts playing the game and starts exploring, the file size will eventually be way too large. [i][b]Thank you in advance.[/b][/i]
  6. Hello fellow GameDevs, I have been having a pretty big problem recently. I am trying to find the best way to save data for my map files. [size=5][u][b]Overview[/b][/u][/size] Let me give you a brief example of how it works. The world consists of an array (20 x 20) of maps, and in each map, there is an array (20 x 20) of blocks. For further information, I am using [b]C#[/b], and [b]XNA[/b]. [size=5][b][u]Problem[/u][/b][/size] I use serialization to save the whole world but when I do, the file size is at least 170 Mb. Maybe I am doing it wrong, but I do not know why it is such a large file. If you guys could help me by giving me a better way to save data that would be awesome! [size=5][b]Extra[/b][/size] I did make it so it only generates the maps that you go into, and the file size is relatively small. But once the player starts playing the game and starts exploring, the file size will eventually be way too large. [i][b]Thank you in advance.[/b][/i]