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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 DuckerDuck

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  1. Well, I found the problem. Somehow I got the function of code block 4 in a loop. Making NumberOfPlatforms grow far above 19. Thanks everybody for the respones,
  2. [quote name='mrjones' timestamp='1340714851' post='4952991'] If number of platforms is 20 and you are looping over i<=NumberOfPlatforms then the last element is 21st out of 20, because you are looping over 0, 1, ..., 20 and that's 21 elements. So it's likely out of bounds as already mentioned. [/quote] The "NumberOfPlatforms" int starts out as 0, than (with the function of code block 4) the number is increased. Also, not rendering still makes the game crash. [quote name='Rene Z' timestamp='1340714632' post='4952990'] Also, have you ever used a debugger? It allows you to step through your code while the program is running, so you can see when and why it's crashing. [/quote] I have not, but setting breakpoints doesn't seem to work for me, when debugging the app closes instantly. (Visual Studio 2010 Express)
  3. Hello, At the moment i'm trying implement plaforms in my 2d platformer. I want to store the platform data in an array of SDL_Rects. This is what I have: In my header: [CODE] private: SDL_Rect rPlatformArray[20];//maximum platforms in a level is 20 (for now) [/CODE] This is how I change the array data: [CODE] if (type == 4){ rPlatformArray[NumberOfPlatforms].x = x; rPlatformArray[NumberOfPlatforms].y = y; rPlatformArray[NumberOfPlatforms].h = h; rPlatformArray[NumberOfPlatforms].w = w; NumberOfPlatforms++; } [/CODE] And for rendering: [CODE] for (int i = 0; i <= NumberOfPlatforms;i++){ SDL_FillRect(screen,&rPlatformArray[i],0xFFFFFF); } [/CODE] The problem seems to occur when I try to run the second code block. There are no compile errors, only as soon as the game starts it crashes. Can you help me? Thanks, DuckerDuck
  4. Thanks BeerNutts, you're pseudo code got the job done.
  5. [quote name='ASnogarD' timestamp='1340196840' post='4950940'] A alternative way to overcome the problem is to set a flag on the portals, so that when you use a portal the exit portal will set the flag to cannot use until it stops detecting a collision with the player, and then it sets the flag to be can be used. Portal A - > B , player walks up to Portal A (flag set to can use) , Portal A sets Portal B flag to cannot use and teleports the player to Portal B, and while player is colliding with Portal B the flag remains cannot use but when the player walks out of collision range, Portal B sets its own flag to can use. [/quote] Thanks for the response, I tried to go with your idea with the flags, though I'm doing somwthing wrong here. Take a look: [CODE] if (CheckCol(PlayerLocation,rPortal1Loc) == true && PortalFlag1 == true){// if player collides AND the portal can be used, continue PortalFlag2 = false; //set the destination portal to: cannot use PlayerLocation.x = rPortal2Loc.x;//teleport PlayerLocation.y = rPortal2Loc.y;//teleport while (CheckCol(PlayerLocation,rPortal2Loc) == true){ //while colliding with the portal PortalFlag2 == false; // keep it set to false } PortalFlag2 = true; // not colliding? set back to true } if (CheckCol(PlayerLocation,rPortal2Loc) == true && PortalFlag2 == true){ // if player collides AND the portal can be used, continue PortalFlag1 = false; //set the destination portal to: cannot use PlayerLocation.x = rPortal1Loc.x;//teleport PlayerLocation.y = rPortal1Loc.y;//teleport while (CheckCol(PlayerLocation,rPortal1Loc) == true){ //while colliding with the portal PortalFlag1 == false; // keep it set to false } PortalFlag1 = true; // not colliding? set back to true } [/CODE] To me it seems like it should work, but it crashes the game.
  6. Hello, I'm currently trying to get familiar with SDL and C++, and i've been working on a little project involing a very basic game engine. What I want to do at the moment is to implement a simple portal system. I have two portals, if my player steps on one of them he teleports to the other and vice versa. The problem is that, when using the portal, the collsion detection of the other portal interferese, and teleports the player infinitly from portal to portal. I wanted to fix this by adding a small delay before the portal is usable again, but somehow the function I wrote makes the game crash. Here is the code i'm using: To set the delay: [CODE] void Core::setPortalDelay(int time){ Uint32 now; now = SDL_GetTicks(); while (now < time){ PortalDelay = true; } if (now > time){ PortalDelay = false; now = 0; } } [/CODE] and to teleport the player: [CODE] if (CheckCol(PlayerLocation,rPortal1Loc) == true && PortalDelay == false){ PlayerLocation.x = rPortal2Loc.x; PlayerLocation.y = rPortal2Loc.y; setPortalDelay(2000); } if (CheckCol(PlayerLocation,rPortal2Loc) == true && PortalDelay == false){ PlayerLocation.x = rPortal1Loc.x; PlayerLocation.y = rPortal1Loc.y; setPortalDelay(2000); } [/CODE] Thanks, DuckerDuck