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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 DaveWH

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  1. Well you can draw onto any surface, but that I know of you only have one screen (unless you can somehow use more for buffering purposes). I'm realy not happy with the "follow the leaders" idiology here though. The reason I started doing it that way is because it was easier than what I was trying to do by passing a reference to the screen object into all the classes that needed access to it. I realize now that I could have just implimented the screen as public static for that reason though.
  2. If you decide to stick with C++ you might want to consider usind SDL. I haven't used SFML, but SDL is pretty simple. It might be getting outdated, but you will find a massive amount of documentation and tutorials available, while SFML seems to have little more explained about it than it's API reference. There is also SDL.Net if you go with C#, but XNA seems pretty popular in that area.
  3. Well +1 for being the only person to bother answering me. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] The first question earned me the Tumbleweed award on Stack Overflow. It appears that either: a) no one knows or b) no one cares. *sigh*
  4. I have a couple noobish questions about SDL.Net. The first is this: Every SDL or SdlDotNet tutorial I have seen has used a defined Surface as the main screen. For example [source lang="csharp"]private static Surface videoscreen; videoscreen = SetVideoMode(800, 600, 16, false, false, false, true); videoscreen.Fill(Color.Black); videoscreen.Blit(sprite); videoscreen.Update();[/source] However, while trying to build a game with SdlDotNet I noticed that I can simply use Video.Screen for any action I normally would have preformed on the Surface screen. For example: [source lang="csharp"]Video.SetVideoMode(800, 600, 16, false, false, false, true); Video.Screen.Fill(Color.Black); Video.Screen.Blit(sprite); Video.Screen.Update();[/source] Is there a reason why everyone still uses a defined Surface? I'm assuming there is some sort of performance or stability issue that I haven't encountered within the scope of my little game, but I would like to know in case I might run into trouble later on. My next question is about freeing unused surfaces. I understand that it is good practice to free any surfaces that are no longer in use while the program is running to free up memory space, but is it necessary to free all surfaces when the program closes? Can Windows (or other OSs) tell that the program associated with that memory space is no longer running and allow other programs to use it? If the program using SDL crashes what happens with the allocated memory?
  5. It would help if you specified whether you are refering to 2d or 3d games. Ashaman has already given a basic explaination of how different equipment is done in 3d games (which I know nothing about), so I will attempt to offer some insight on the 2d way of doing it. Keeping seperate images of for each character with each equipment variation would require a rediculous number of files and hard drive space, not to mention managing them all in your code. I would say overlays are the way to go. However, if you are going to be rendering a lot of characters with variable equipment, especially at higher resolution, it could start to slow down your game. I think the solution in this case is to perfrom the overlays only at load time or when equipment is changed then store the resulting image so that it can be drawn at render time without dealing with the overlays. Idealy you would have an entire sprite sheet for the character and for each item you would have a sprite sheet that would overlay onto the character's. After overlaying all of the equipment and storing the resulting image, your game would only have to draw the character's sprite like it normally would.