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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 najmuddin

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    Antioquia, Colombia
  1. I've been learning programing for about 4 years and just a few months working on my first game. I study medicine so some of my apps are related to it. I've made a small program useful for the diagnosis of acid-base disorders, another one takes a sequence of nucleotides and gives the possible genes that can be obtained from it and their respective aminoacid sequences. All of my projects are small, and most of them don't even have a GUI. I've worked on them for learning purposes. I hope I can make a software for medical training with a database of questions and answers of common diseases, but first I have to finish my game (And I'm not even close to it).
  2. Thank you...    So. if I want to do it could I do something like this:   int timerA = GetTime(); // GetTime returns miliseconds after the code started int timerB; while(!Esc()) { timerB = GetTime(); if((TimerB - TimerA) >= 16) // 16 is the aproximation to 1000 milisecs. / 60. { blit(buffer, screen); timerA = GetTime(); } }     Is there a better way to set the blitting at 60Hz (without using that aproximate value)? 
  3. Greetings! Before anything I must say excuse me for my english, I'm trying to do my best :). I'm developing my first game in C++ using SDL. I blit all of the surfaces into one I call buffer and then I blit that one into the screen (as I used to do when I used Allegro). I'm not using delays, I just control the time in which each object is rendered but anyway, even if nothing has changed, the whole surfaces are blitted into the screen at every cycle of the game. My questions are: 1- Should I avoid blitting if nothing has changed? 2- What could be the consequences of that if the V-Sync is disabled and the game is running al high FPS? Thank you !
  4. [i]<BadEnglishAlert>[/i] Hi! You are young, and you have a nice path in front of you if you decide to keep working on this... You could start with more basic languages, even web or scripting ones... C/C++ might look really hard if you have no previous knowledge about programming, but there are a lot of good options that have a lot of documentation on the web, like Phyton. There are also tools like Blender that offer the posibility of integrate 3D design with game making... Don't worry if you don't get it right now... You'll surely learn them later, just never give up if you enjoy this world.... [i]</BadEnglishAlert>[/i]
  5. Thank you. I was thi.king that dynamic memory was not enough safe because of that.
  6. What if you make a file when you write all the information of the actual status of the game... Like the goals achieved, the position of the main character and enemies, and other specific information related to the game you are trying to make, like ammunition, health, weapons, etc. Then you can load that information, and set the values according to it... I'm still a begginer, but I think it could work too... [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  7. Greetings! I would like to ask you what does happen whith the variables on the dynamic memory (created with [b]new[/b]) if you force the closing of the process, before the call of the [b]delete[/b] instruction?... Are destroyers called anyway?... What are the consequences of that? Thank you... (And sorry, I'm bad speaking english)
  8. Cancer is a multifactorial disease and the proteins or markers expressed by cells are different according to its origin, and the degree of differentiation of tumoral cells... I think there is no a specific solution for all kind of cancer, instead, there will be solutions for the particularities of the disease, such as monoclonal antibodies (that bind a specific protein)... It's hard to manage pharmacological selectivity for a problem that has no selective targets common to all the cases... (I know my english is weird...)