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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 Alismuffin

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  1. Thanks CJ Works perfectly now
  2. [quote name='Hodgman' timestamp='1343123411' post='4962549'] Have you tried updating your drivers? [/quote] Yes I have updated to the latest drivers for everything
  3. Hey guys do you know of any issue SFML has with AMD graphics cards? I started learning the SFML library first, but was put off when it refused to show anything past the console window. I tried some work arounds concerning placing a DLL in my .exe directory.. BAM blue screen of death. My computer has an AMD HD6970 graphics card. I tried it on my friends computer and it worked fine without any workarounds or anything. His graphics card is different to mine so I am assuming that is the problem. I moved to SDL and was having fun with that when I saw a whole lot of SFML recommendations. So I decided I'd give it a go again. Same problem as before. Does anyone know how to avoid this problem?
  4. [quote name='Ixsiehn' timestamp='1343116157' post='4962528'] Another question though, if say I first develop my game in the free version of unity, but in future decide to upgrade to pro, would it be easy to convert over? or would it almost feel like reprogramming the entire game in a different engine? [/quote] This question brings up another issue with Unity3D that hasn't been mentioned yet. The compatibility between versions is horrific. Your scripts are always safe and can be backed up and transitioned over to another version of Unity3D, however the data storing what script is on what and where that texture is or this collider gets lost in the transition. Worst case scenario, you have to manually reattach (From your memory) each component. However, transitioning from pro version and free version as long as they are the same decimal version (2.5 or whatever it is right now) should be fine.
  5. I would go for Unity3D. Unreal has great graphics capabilities, but it has a very steep programming learning curve if you aren't already proficient in that area. Unity3D is great at showing results straight away and has extremely good documentation. The compiler(MonoDevelop) makes things a breeze too. The main downsides are the expensive licenses for anything other than web or standalone windows free edition. If you have little or moderate experience in game creation I would recommend Unity3D. If you are quite proficient in programming and want the better rendering engine, unreal is probably where you want to go. These are just my opinions however, and are by no means 100% agreeable upon. EDIT: [quote name='Ixsiehn' timestamp='1343110069' post='4962504'] Would it be able to make a handle fast-paced third person action game that is heavily scripted? (I am not too familiar with unity myself other than some suggestions ive read from forums threads, my original impression of unity was that it was a game engine for iOS) [/quote] Unity is very good at being diverse. Almost any game you can think of can be created in it. I suggest having a look at the website showcase and forum posts. That will help you see whether Unity3D is worth your time or not.
  6. Thank you guys I'ts working fine now I appreciate the help and links
  7. Hey everyone, I have been following LazyFoo's tutorial series lately to learn a bit about using the SDL library within Visual C++ 2010 Express. After completing his series, I went on to try and create an application that generates statistics for a character dependent on player input. Eg elf and human races will have different dexterity modifiers etc... Weapon attack will modify your atk modifier etc... I am having a little linker trouble however. I have split my files up into .h and .cpp files so as to organise everything better. Here are my .h files: This header is for general includes such as the SDL lib and the std includes note: I have swapped the > symbols on these includes to " for the purpose of showing my code as the < symbols make whatever is inside them not show up here. [source lang="cpp"]#ifndef GENHEADERS_H #define GENHEADERS_H //General header includes for the STD lib //As well as other useful utilities //SDL includes #include "SDL.h" #include "SDL_thread.h" #include "SDL_image.h" #include "SDL_mixer.h" //basic utility includes #include "string" #include "cmath" #include "fstream" using namespace std; #endif[/source] This header is for storing my global variables. I have included the General header file here so as I can create SDL defined variables such as SDL_Surface. [source lang="cpp"]#ifndef GLOBALS_H #define GLOBALS_H #include "GenHeaders.h" bool quit = false;//This manages the game loop SDL_Surface *screen;//The screen surface(duh) SDL_Event event;//The event structure //SDL surfaces SDL_Surface* background; SDL_Surface* playerDetailsBG; //Screen State Variables enum Screen { playerScreen, detailsScreen }; Screen currentScreen = playerScreen; #endif[/source] My constants header file is the same story as the globals, except that it holds onto my constants for me [source lang="cpp"]#ifndef GENHEADERS_H #define GENHEADERS_H //General header includes for the STD lib //As well as other useful utilities //SDL includes #include <SDL.h> #include <SDL_thread.h> #include <SDL_image.h> #include <SDL_mixer.h> //basic utility includes #include <string> #include <cmath> #include <fstream> using namespace std; #endif[/source] I have a general utilities header to hold global functions such as blitting one surface to another. [source lang="cpp"]#ifndef UTILITIES_H #define UTILITIES_H #include "GenHeaders.h" //General utility Functions SDL_Surface *load_image( string fileName );//load an image void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination, SDL_Rect* clip = NULL ); #endif[/source] I also have created a header to hold my classes. As you can see I am working on creating a button. [source lang="cpp"]#ifndef ACORNAPI_H #define ACORNAPI_H #include "AcnButton.h" #endif[/source] Here is my button header file. This is where the problems arise as the compiler complains that my global variables are already defined in AcnButton.obj [source lang="cpp"]#ifndef ACNBUTTON_H #define ACNBUTTON_H #include "GenHeaders.h" #include "utilities.h" #include "globals.h" /////////////// class AcnButton /////////////// { private: SDL_Rect button;//The range of the background SDL_Surface *buttonGraphic;//The button graphic public: AcnButton( int x, int y, int w, int h );//Constructor ~AcnButton();//Destructor bool onButton();//Returns true when the given coordinates are within the button void showButton( SDL_Surface *thisSurface );//applies the button to the given surface }; #endif[/source] And my main header. [source lang="cpp"]#ifndef MAIN_H #define MAIN_H #include "AcornAPI.h" #include "GenHeaders.h" #include "utilities.h" #include "globals.h" #include "Constants.h" bool initialise();//initialise anything that needs to be void clean_up();//Frees anything that needs to be void HandleWindowEvents ();//Handle Window Events void LoadFiles ();//Load the required Source Files void ShowBackground();//Show Background Image void ShowDetails(); #endif[/source] And my error when I try to compile is: [source lang="cpp"]1>------ Build started: Project: Acorn, Configuration: Debug Win32 ------ 1> AcnButton.cpp 1> Generating Code... 1> Compiling... 1> main.cpp 1> Generating Code... 1>main.obj : error LNK2005: "struct SDL_Surface * background" (?background@@3PAUSDL_Surface@@A) already defined in AcnButton.obj 1>main.obj : error LNK2005: "struct SDL_Surface * playerDetailsBG" (?playerDetailsBG@@3PAUSDL_Surface@@A) already defined in AcnButton.obj 1>main.obj : error LNK2005: "struct SDL_Surface * screen" (?screen@@3PAUSDL_Surface@@A) already defined in AcnButton.obj 1>main.obj : error LNK2005: "union SDL_Event event" (?event@@3TSDL_Event@@A) already defined in AcnButton.obj 1>main.obj : error LNK2005: "bool quit" (?quit@@3_NA) already defined in AcnButton.obj 1>main.obj : error LNK2005: "enum Screen currentScreen" (?currentScreen@@3W4Screen@@A) already defined in AcnButton.obj 1>C:\Users\Me\Documents\Vis C++ Express 2010\Acorn\Debug\Acorn.exe : fatal error LNK1169: one or more multiply defined symbols found ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========[/source] Now I am assuming it is an error in the header files. Somehow the globals.h is getting included more than once. I have added #ifndef #define #endif to the headers to try and prevent this however. Does anyone know what I'm missing here? Perhaps t isn't a problem with the headers, but a problem with the .cpp files? Please let me know if the headers are fine so as I may pinpoint the source of the issue. Thank you!
  8. Thank you very much for your replies! I appreciate the time you took to help me I have decided, based on your posts, to start learning SFML. Thanks again!
  9. Hey everyone! I came here seeking some direction as I am currently, for lack of a better word, lost. I am enthusiastic about game programming, as I'm sure is obvious by the fact that I am actually on these forums. I am also prepared to dedicate a good deal of time to learning how to program games. I am lacking direction however as I know essentially what I wish to achieve, but I would like recommendations for the particular areas of game development that I am interested in. [b]What I have done thus far regarding game development:[/b] -I have a bit of experience in programming games using javascript(Or as many prefer, UnityScript) and C# within the Unity3D game engine. All of this was learnt via experimentation, asking questions on unity answers and documentation consultation. The games I were programming however were not very well optimised. I feel that this stage really started my deep interest in game programming. -I decided I'd like to harness the power of the UnrealEngine3 and attempt to program in that environment. It was then that I realised that essentially I knew nothing much about programming. I found some documentation gems, but even then it wasn't enough for me to acquire knowledge. I was basically stuck. In Unity3D it was so easy to pull generic functionality out of a huge list of pre-made functions(The Unity3D API) and there was so much documentation that I never was stuck for too long a period of time. -It was at this point that I decided to learn how to make a game without using a pre-made engine itself. The point was not to ditch using an engine, but to enable me to later down the track actually be able to make more use of one(Namely Unreal Engine 3). So I decided to learn C++. I read a book called [u][i]Beginning C++Through Game Programming, Third Edition[/i][/u] by [i]Michael Dawson[/i]. This went very well. I learnt a lot from the book and really enjoyed reading it. -It was now time for me to try my hand at something outside of DOS however. I had my mind set on creating a 2D game, namely an rpg like that of the early final fantasy or pokemon games. This is where I hit a snag. I was using Visual C++ Express as my compiler and began reading [i][u]Beginning Game Programming[/u][/i] by [i]Jonathan S. Harbour. [/i]I wasn't entirely sure I was going down the right path using DirectX for a 2D game. Upon further research I discovered that DirectX is essentially Microsoft exclusive. I wanted to learn how to develop games for Windows, yes, but I also wanted to develop applications for smartphones or games that are supported across a range of platforms. I also wasnt sure if DirectX is exactly what I was looking for in terms of creating a 2D game. So I decided that I'd seek direction from a community of experienced game programmers. [b]What I want to do[/b] At the moment I wish to focus primarily on 2D game development, so any recommendations, pipeline examples, words of wisdom, experienced advice are all welcome! I am using Visual Studio C++ as my current compiler, but am willing to switch over Eventually I want to be able to program 2D games for PCs but also for smart devices such as android and iphone. I am considering OpenGL as a possible API to learn. I also want to be able to program 3D games (Probably through an engine such as UDK, but perhaps eventually through my own 3D engine). Thanks!