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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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About solewalker

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  1. Codelite provides different syntax coloring for the followings, which pretty much covers everything. - Language Keywords - Identifiers - Local variables - Workspace tags
  2. If I ever have to code in light theme, I use a modified version of Oblivion, I love oblivion in dark and light mode :D A sample of Codelite version
  3. I am not a hardcore programmer. But I am into all dark, when I code I turn everything into dark, dark windows theme, dark firefox, and of course dark color theme for IDE. Customized version of Gruvbox for codelite, I toggle Ctrl+M while coding and which hides all side tool bars.   For eclipse I use Havenjark and Oblivion for visual studio 2010, nothing fancy
  4. Did I say I am in ? Well, I am in, so count me in :)
  5. I have used cocos2d-x for about 6 months, I have to say its very easy to target ios, for android the setup is a bit tricky, once you have compiled and run cocos2d-x hello world project for android, then its easy afterwards. You don't have to touch most of your code to target android, only you need to add support for different resolutions of android devices.   It has also as a big community, lots of tutorials and many third-party tools have integrated their library with cocos2d-x. If unity3d is most popular commercial engine then cocos2d-x is most popular open source 2d engine.
  6. I just ran the code to see what the results are in my machine, I am using mingw with gcc 4.7.1,   Debug mode :                      Inserted rectangles in vector in: 0.072                      Inserted rectangles in list in: 0.058                     Time for sorting a vector: 0.53                     Time for sorting a list: 0.916 Release Mode:                     Inserted rectangles in vector in: 0.056                     Inserted rectangles in list in: 0.016                    Time for sorting a vector: 0.234                    Time for sorting a list: 0.415   So, not much of a difference in my machine though
  7. I mostly use Visual Studio and Codelite. Codelite's code-completetion is very powerful and there are some features that are hard to resist, but this IDE is not getting much recognition as it should be, it's also actively developed by a couple of developers. And some plugins are developed by communty, like Zoom Navigator in the screenshot. A sample screenshot of codelite and visual studio side-by-side. I just hope more people use codelite and contribute to this project.   http://i.imgur.com/pokfrMr.png
  8. No to forget there is MOAI, which is also cross-platform http://getmoai.com/ but they say, its for pro game developers, so if your just starting out you might find it a bit complex.   I have also used Cocos2d-x, but I dont like they way things are done in Cococs2d-x, but its free and cross-platform, so its a good option
  9. I made my first game which was tic-tac-toe in C, when I knew only if-else and loop. So its about doing something with what you learn. I am no expert but C++ is not all of game programming, you need to learn some graphics stuff to get the idea about what to do with what. If you know how to draw a rectangle in a certain position of the screen, and you know array, you can make a game like tetris, no OOP or vector required for this aid. Doing graphics stuff is pretty easy because there are libraries like SDL or SFML. I myself is a C++ programmer and learner so I would tell you to stick with it. Though its pain in the butt even to do simple stuffs with it.
  10. If there are no programmer in your group, you can start learning simple game making tools do make something interesting, there are GameMaker and Construct, you can choose any and build a very simple game, not necessarily be a full game, just to get yourself off the ground. Dont forget these tools are also very powerful if you want to dive deep into learning. Or if any of you has little programming experience, I suggest pick Love2d game engine, its written in Lua which is just perfect for beginners, after understanding how its works and playing a bit with it, you guys can jump onto some serious programming. If you begin with easy stuff and can see your results quickly it will be encouraging for all of you. The bottom line is, start with anything that's small and easily doable.
  11. If you dont want to use SDL_Surface then you can use any third party image library, I found SOIL very easy and simple to work with opengl, it supports wide range of Images and comes with handy functions. But always do what you are comfortable with :)
  12. You can follow this site for SDL tutorials http://www.lazyfoo.net/SDL_tutorials/http://www.lazyfoo.net/SDL_tutorials/ And tutorial number 36 is what you need http://www.lazyfoo.net/SDL_tutorials/lesson36/index.php But in this tutorial no opengl texturing is done, so I have added texture mapping component from your gpwiki link, so that you that you have a basic idea of how to do. I am showing you where to change what, 1. Declare a global textuer object like this GLuint texture ; // Texture object handle   2. Add the following code in initGL()       SDL_Surface *surface; // Gives us the information to make the texture          if ( (surface = SDL_LoadBMP("image.bmp")) ) {              // Check that the image's width is a power of 2         if ( (surface->w & (surface->w - 1)) != 0 ) {             printf("warning: image.bmp's width is not a power of 2\n");         }              // Also check if the height is a power of 2         if ( (surface->h & (surface->h - 1)) != 0 ) {             printf("warning: image.bmp's height is not a power of 2\n");         }              // Have OpenGL generate a texture object handle for us         glGenTextures( 1, &texture );              // Bind the texture object         glBindTexture( GL_TEXTURE_2D, texture );                  // Set the texture's stretching properties         glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );         glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );                  // Edit the texture object's image data using the information SDL_Surface gives us         glTexImage2D( GL_TEXTURE_2D, 0, 3, surface->w, surface->h, 0,                       GL_BGR, GL_UNSIGNED_BYTE, surface->pixels );     }     else {         printf("SDL could not load image.bmp: %s\n", SDL_GetError());         SDL_Quit();         return 1;     }              // Free the SDL_Surface only if it was successfully created     if ( surface ) {         SDL_FreeSurface( surface );     }     glViewport( 0, 0, 640, 480 );     glMatrixMode( GL_PROJECTION );     glLoadIdentity();     glOrtho( 0, 640, 480, 0, -1, 1 );          glMatrixMode( GL_MODELVIEW );     glLoadIdentity();     glEnable( GL_TEXTURE_2D );     //Initialize clear color     glClearColor( 0.f, 0.f, 0.f, 1.f );     3. Draw the quad in render function     // Bind the texture to which subsequent calls refer to     glBindTexture( GL_TEXTURE_2D, texture );     glBegin( GL_QUADS );         // Top-left vertex (corner)         glTexCoord2i( 0, 0 );         glVertex3f( 100, 100, 0 );              // Bottom-left vertex (corner)         glTexCoord2i( 1, 0 );         glVertex3f( 228, 100, 0 );              // Bottom-right vertex (corner)         glTexCoord2i( 1, 1 );         glVertex3f( 228, 228, 0 );              // Top-right vertex (corner)         glTexCoord2i( 0, 1 );         glVertex3f( 100, 228, 0 );     glEnd();   4. Delete your textures in clean_up() glDeleteTextures( 1, &texture );   Sorry I totally missed your questions        It's because creating and deleting texture is expensive operation, so you should only create a texture  once and delete once you about to close your program or dont want to use that texture again.       Yes, there is, the global you declared is the identifier for that image, its GLuint, so to create more textuer you need an array , like   Gluint texture [5] // this will hold 5 texture for you  Changes in InitGL() // then you have to change to following where i = 0, 1 , 2 , 3 , 4 glGenTextures( 1, &texture[i] ); glBindTexture( GL_TEXTURE_2D, texture[i] );       Yes, the above way shows you how to convert your SDL_Surface to opengl texture for later use, you need to convert each image exactly once.       You have to write a bit of code, for this, you can create a class or struct that will hold the image information for you, like image width, height, image_id and other information.      I am just a learner so tried you help you, hope this helps