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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.

Williamcrdv

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  1. [quote name='FantasyVII' timestamp='1342626478' post='4960521'] Hello I have 3 classes:- 1-Tile Class 2-Map Class which is inheriting from Tile Class 3-Enemy Class Now I want to print out the variable DesertTileRec.X in Enemy class. How can I do that? when I try to print it my game crash and tells me "Object reference not set to an instance of an object". this is because I didn't call all the methods in the map class in my enemy class. I don't want to call the methods of Map class in Enemy Class because I already did that in my Main class. I just want to print that variable without calling Map class again in my Enemy Class. If I print DesertTileRec.X in my main class it works becuase I have called all the Map class methods. Is there a way to pass that varible from Main class to Enemy Class? [/quote] Why not declare the function that will use the member variable as a friend of that class or you could just have the enemy class as a friend of the main class?
  2. you can use the string::find() member function as I do below to check if the string contains "tiffany" which would remove all of the other superfluous checks. You could search for the minimal accepted permutation of the name, even just "tif" (just in case she can't spell her name correctly). #include <iostream> #include <string> #include <algorithm> using namespace std; int main(void) { string username; cout << "Hello \n"; cin.get(); cout << "What is your name? "; getline (cin, username); cout << "Your name is: " << username; cin.get(); [i]transform(username.begin(), username.end(), username.begin(), ::tolower); if (username.find("tiffany") != username.npos)[/i] { cout << "Your name is Tiffany... \n The Creator has a message for you: \n I love you Cupcake"; cin.get(); } else { cout << "Your name is not Tiffany."; cin.get(); } }