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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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  1. [quote name='JWalsh' timestamp='1343763958' post='4964971'] [size=5][b]Winding Order[/b][/size] [size=5][b]World Space vs. Screen Space[/b][/size] Your quad is showing up small because you've got it drawing in the range of -1 to 1 at the origin of your scene. To make it draw over the entire scene, you either need to move it along with your camera and make it bigger, or you need to draw it in screen space using pre-transformed primitives. Given that you're not familiar with winding order, I'm going to guess that pre-transformed primitives is beyond you. So for now, make sure you specify the points of the quad as being just in front of your camera, and large enough that it covers the display area. It's not the correct approach, but it'll work for now. Cheers and good luck! [/quote] Thanks for the detailed reply. How do I specify the size and position of the QUAD?
  2. [quote name='JWalsh' timestamp='1343762026' post='4964959'] In the intro screen section of your code you're drawing your quad with a counter-clockwise winding order. When you draw the red quad in your game-play section you're drawing the quad in a clockwise order. I suspect your quad is being treated as a back-facing primitive and is being culled out. Either switch the winding order or disable back-facing culling to verify. Cheers and good luck! [/quote] Thank you for the reply...can you please explain more about the winding order as i've never heard of that? Anyway i commented out where i enabled back face culling and a small black square was rendered. [img]http://i.imgur.com/YEkCH.jpg[/img] Where do i go from here?
  3. Thanks for the reply..but no red quad being drawn. [source lang="cpp"]void RenderScene() { // Give OpenGL our camera position glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); g_Camera.Look(); CVector3 vPos = g_Camera.Position(); CVector3 vNewPos = vPos; CVector3 vView = g_Camera.View(); if (introScreen == true) { GLTexture tex; tex.Load("Intro.bmp"); tex.Use(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0f, -1.0f, -1.5f); glTexCoord2f(1.0, 0.0); glVertex3f(1.0f, -1.0f, -1.5f); glTexCoord2f(1.0, 1.0); glVertex3f(1.0f, 1.0f, -1.5f); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0f, 1.0f, -1.5f); glEnd(); glPopMatrix(); //If we are on an introscreen, we can render it here, else... } else { drawText(TimerText, 15, 25); //Draw text for the timer char xPos[100], yPos[100], zPos[100]; sprintf_s(xPos, "Camera X: %f", g_Camera.Position().x); sprintf_s(yPos, "Camera Y: %f", g_Camera.Position().y); sprintf_s(zPos, "Camera Z: %f", g_Camera.Position().z); drawText(xPos, 15, 45); drawText(yPos, 15, 65); drawText(zPos, 15, 85); perimeterCheck(); sprintf_s(LivesHUD, "Coins Collected: %d", CoinsCollected); drawText(LivesHUD, 15, 105); // Render the terrain as a simple quad - currently it is flat but it could be made into a terrain with a heightmap! RenderQuadTerrain(); //Draw the skybox CreateSkyBox(vNewPos.x, vNewPos.y, vNewPos.z,3500,3000,3500); DrawCoins(); CollisionTest(g_Camera.Position().x, g_Camera.Position().y, g_Camera.Position().z); DrawEnemy(); DrawEnemy1(); //Draw SecondaryObjects models DrawSecondaryObjects(); //Apply lighting effects LightingEffects(); escapeAttempt(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // additive blending float blendFactor = 1.0; glColor4f(1, 0, 0, blendFactor); //blendFactor = 1 glBegin(GL_QUADS); // Draw A Quad glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left // Bottom Left glEnd(); glEnable(GL_DEPTH_TEST); glGetError(); } SwapBuffers(g_hDC); // Swap the backbuffers to the foreground } [/source]
  4. [url="http://pastebin.com/9UAD5Vpr"]http://pastebin.com/9UAD5Vpr[/url] I want to create an effect where when my player is hit by an enemy...the screen goes red to indicate the player has taken damage and then after a few seconds begins to fade away. My attempt is shown in the pastebin link above however it doesn't work. No red is rendered although my game objects, terrain and models appear. I will appreciate any help and advice to solve this problem. Thank you [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]