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      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. Use glRotatef to rotate your object. Best way to do this is to move the dot to 0,0, then move the object the same distance, then move it back. For example Let's say the dot was a 10,10 and the object to rotate around the dot was at 10, 20. Then I would move the dot - 10 in the x and - 10 in the y putting it at 0,0. Then You move the objet the same exact distance -10 in the x and - 10 in the y. Then you do you call glRotatef then move the object and dot back the same amount you moved it. That's how it goes in theory. But in OpenGL the matrix are calculated in reverse.   Example  glTranslatef(10.0f ,10.0f ,0.0f); // this gets called third glRotatef(1.0f, 0.0f, 0.0f)// this gets called second glTranslatef(-10.0f ,-10.0f ,0.0f); //this gets called first A bit strange yea but this is how it works, the last movement you make is the first and vis versa. Hope this explains a bit.   Also note if you need the coordinates after a rotate you could do something like this  GLfloat matrix2[16]; glGetFloatv(GL_MODELVIEW_MATRIX, matrix2); double x ,y; //get the x and y from the matrix is self if (matrix2 != NULL) { x = matrix2[12]; y = matrix2[13]; } Also note you can get any value you want from the matrix.     Edited:   The problem with your code is this line static int i = 0; Static means it never changes, and on top of that you declare the int inside the function. So that means each time it calls draw shape() you are setting i = 0; so it never increases. To resolve this make int i = 0 global. Or you could used a glRotatef and not worry about all the extra equations.
  2. you have 2 definition of the class here's what it should look like    header file      class Game {     // Starts the game     void Start(); };   cpp file   #include "Game.h"   void Game::Start() {     SDL_Init( SDL_INIT_EVERYTHING );     SDL_Quit(); }
  3. HTML5 + javascript build games. The HLTM5 sets up a canvas for display then your game runs in the canvas with javascript.    Coco2x would be a great choice for cross platform since it work on iOS, Android and Windows Phones.    Native language for the phones are    -Android = Java  -Windows Phone = C++ and C# note I'm pretty sure Windows is starting to push more towards Direct X and C++ on the new phones  -iOS = Objective C(not if you really wanted a mac you don't need to buy a top of a line mac to make apps I use a base model that works great)   All the above support C++ as well    Depending on what you want to do and what library you use sometimes you need to use some of the native language.
  4. Animation should be timed with the game loop. If he has nothing slowing down the loop then this will run at different speeds on various machines. But yea it's the basics of it and would give him what he wants for now and good leaning experience. You will want proper timing in your game eventually.   @OP see theres no point in skipping steps to end up with a program that is half functional. If you already know some of the steps then that means you skip tho's tutorials and you do the one's that you don't already know. Programming takes time and patience so if you don't have the patience to do simple tutorials then programming might not be for you. And by the way lazy foo does have animation tutorial witch you could run without doing any other tutorial.   Another thing is you never mentioned what version of SDL you are using, there is 1 official release of SDL 1.2 and the one still in progress SDL 2.0 but stable enough and yes there are differences in them both. SDL 2.0 has a better rendering system then 1.2 and some of the calls are different. So lazyfoo is in 1.2 so if you are running 2.0 a few things will need to be changed.    If you really need a full game example SDL creator also offer source of the game maelstorm found here http://www.libsdl.org/projects/Maelstrom/source.html   I might as well note this also, I'm not sure what skill level your C++ if that's what you are using, but your game should be well object oriented, meaning you will need to know how to properly uses multiple classes and properly structure your game. For example in my game I might have a class that builds a space ship but is bases on my drawing class witch will load the images and draw to the screen. So then anything drawing to the screen will be based of it. So you want animation you will have another class handling your animation and doing the proper loading for your sprite sheet. Obviously people don't use the exact same procedure in setting there class's but the idea is the same. And this is just one of many things that is useful, other things are good to know is link list, vector, deque, virtual functions, pure virtual functions, base class, friends class... and the list goes on.   If your goal is too succeed in this then I would suggest to put a bit more effort and possibly try to make a more simple game at first. If you think it's a waste of time then tell that to the other thousands of programmers who all started with baby steps. First semester at the college we made text base apps in C/C++, then we moves to allegro with is a 2D library then we did SDL. So still in 2D doing some of the same things as before but with a different library. Was it a waste of time? No because I learnt a lot out of it and another thing it teaches you is to adapt to new code/library's. 
  5. +1 for NSIS, I recently got into it with a windows forms app I made. There's a few examples out there that could help you. You can pretty much install files anywhere on the system, create an uninstaller and you specify what you want to remove.