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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. The problem is solved... I use timer. Thanks for attention. The topic may be closed
  2. [quote name='Servant of the Lord' timestamp='1345268296' post='4970744'] Are you wanting to move one object, and then a few seconds later, the next object? Are you wanting a delay/pause in time before each object moves? [/quote] Yes, your understand me correctly. But the problem of delay - it`s stoppes all the "game loop", it will just pause for a while all loop, at as a result it would do nothing except of changing the speed of movement. I`ll explain it in code: [CODE]while( n <= objects) { array[n].x+=0.02; SDL_Delay(2000) // the code stoppes for 2 seconds, so the iterations stops too. As a result the 'n = 0' object moves fo "0.02" pixels, //then stoppes for 2 seconds, and after it another 'n = 1'object moves for "0.02" pixels and stoppes. n++; }[/CODE] [quote name='Goran Milovanovic' timestamp='1345267116' post='4970735'] [quote name='iQuality' timestamp='1345257092' post='4970722'] that will move in column one after another [/quote] I think this part needs to be explained in a little more detail. If you want to "see" anything move, you'll have to render your scene after every single displacement. Also, it might help to position your objects in different locations; Right now, they're all initialized to the exact same values, so x and y are set to 0 and 200, respectively. [/quote] Yes, with rendering scenes all correct, the problem is with movement objects, like Goran Milovanovic says, I need a delay after all of my objects. In another word, i`m making like simple "tower defence game", and i need to generate my enemies, that will move in column, without collision.
  3. I`m using SDL\OpenGL in C++, and the task is to render an array of objects, that will move in column one after another, in the straight line. So, my curret code: I will skip all initialization, so that i need only the idea how to realise this[CODE] struct object { //Elements are used for x and y position of an object and its width and height float x = 0; float y = 200; float width = 40; float height = 40; }; int const objects = 20; object array[objects]; for ( int n = 0; n <= objects; n++) { array[n].x+=0.02; // current 'n' object will move for 0.02 pixels left // but this loop moves all objects together, and i need to move them one after another } [/CODE] I have an idea, but it`s need to be improved [CODE]while( n <= objects) { array[n].x+=0.02; if(array[n] == 41) // if current object is situated in 41 pixel, we will go to another object 'n+1' n++; }[/CODE] The problem of this loop - when it goes to another object, the previous object stoppes, becouse we started to operate with another one. Sorry, It`s rather complicated to introduce and my english isn`t so good, but if you have read and understand all of this, huge Thanks to you. Will be waiting for some ideas.s.