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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. http://lmgtfy.com/?q=how+to+create+main+menu+in+sfml   Quite a few discussions out there already.
  2. http://lmgtfy.com/?q=sfml+game+tutorial
  3. A few things to look into... A board could be represented as arrays--perhaps a row array, and then a board is a collection of rows. Read into object oriented design.
  4. [quote name='BaneTrapper' timestamp='1347129944' post='4978061'] I am currently working on my game project, i came across a problem/a thing i did not know If i make something like this : [/quote] Is there a question here somewhere?
  5. http://www.sqlite.org/
  6. Do you see that search box on the top of the screen? Click into it and type "best language beginner". There's your answer. Seriously though, irrespective of language, perhaps the #1 skill for a developer is the ability to research and answer questions.
  7. [quote name='Ubermeowmix' timestamp='1346875467' post='4976960'] My Global scope for my project seems to have gone, I can no longer select the headers and source code. And it doesn't finish links to objects anymore. Any ideas on what I've done here? [/quote] You can't selected your own source files and headers? This usually means that the files are no longer located where VS thinks they are.
  8. [quote name='lozrent449' timestamp='1346773374' post='4976450'] who is the book by? [/quote] Here's a tip...to be an effective programmer, it is quite beneficial to develop problem solving / research skills. 1. Open your browser and navigate to www.amazon.com 2. In the search field, type "c++" 3. Hit <Enter> 4. There you go...
  9. Take a look at this book: http://www.amazon.com/Programming-2D-Games-Charles-Kelly/dp/146650868X/ref=pd_ybh_2. Read through it, understand it, and use it as a framework to develop your project. As shadowisadog pointed out, break things down into a series of small, discrete steps. 1. Display and entity on the screen (the book example is a spaceship, but it can be whatever you'd like). 2. Move the entity around the screen by player control. 3. Add a second entity. 4. Add collision detection. 5. Add a weapon. 6. Have the entities shoot at each other. etc, etc.
  10. Seriously, man, listen to the advice you are being given. It's good. If you are asking for the fundamentals in how to make a map, how can you finish the project in 6 months? Think much, much smaller...an Asteroids clone [i]might[/i] be doable.
  11. I bought my own computer when I was 12. Had a paper route, saved my money, bam.
  12. Actually, your title *doesn't* suggest anything. Perhaps if you present an actual problem and answerable question, you might get a better response. I'll help you get started... What language are you working in? Graphics library? GUI library? What have you tried? What is the result?
  13. [quote name='Goran Milovanovic' timestamp='1345049171' post='4969871'] Because C is a simpler language, and because one has to know the fundamentals in order to build something of even modest complexity in C; You can write OO C++, relying heavily on the STL, without ever really knowing what a pointer is, or knowing that memory is byte-ordered. [/quote] Really? By what definition of simple? Why don't you start with assembler? After all, you can use C pointers without ever really knowing what a memory register is.
  14. [i]An Introduction to 3D Game Programming with DirectX 11[/i] for the nitty gritty details. [i]Game Coding Complete, 4th Edition[/i] for the architectural discussions. And the Rastertek tutorials for a straightforward, easy to understand tutorial. I'm working my way through the Rastertek tutorials right now. While the style of code is perhaps not to taste, you shouldn't be taking the code samples verbatim anyway. I'm taking the information presented in the tutorials and rewriting it into my code, which has an architecture inspired by[i] Game Coding Complete[/i]. This effectively removes the reliance on DXUT that[i] Game Coding Complete[/i] has, all the while increasing my understanding of DirectX11. I'm not sure what more you are looking for, honestly.