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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. I am assuming you use the Express version of Visual Studio to compile your project. The problem is that the Express version doesn't include MFC, which is needed to compile these resources. So besides the fact that there might be bugs in the code it's actually the compiler that can't work with this include file. One thing that might work is to replace the occurences of afxres.h with windows.h, but it probably wouldn't make a difference. Or you could try to clean the project before building it (right click on the project and then clean). If that doesn't work there might be someone else here capable of telling you what to do to make this work. Else a quick google could probably give you a solution.
  2. Are you sure it throws a null pointer exception on that part of the code? It looks okay and it actually works as well after trying to compile it. I think we indeed need a stack trace to track the problem.
  3. Hey. First of all, can you tell us what you are using besides Java? Did you use a framework or a special game engine? What kind of working system do you have now? If we had a little more information we might be able to help you a little better. But besides that: In general you could make a class CollectibleItem (with several subclasses if needed) and make those objects in the world. Then you can program ways to interact with those items.
  4. The best thing you can learn is concepts, techniques and ideas. A programming language is merely a tool to construct the combination of these ideas and techniques with. So it shouldn't really matter which language you start with. It is recommended to start with a language that has enough resources backing it up, so either C++, C# or any other popular programming language could be fine to start with. If you know the concepts on the other hand you could implement ideas in whatever language you like (you do have to learn a little syntax though, of course). Don't focus too much on a certain programming language, pick whichever you want based on your goals and the resources available for the language. But there are certain more important concepts that apply to all programming languages: Learn game maths, learn about creating algorithms for problems (there is a wide array of books available on this), etc. And meanwhile you can just enjoy learning the syntax of whatever programming language you like. Of course this is just my 2 cents, but imho the concepts are more important than learning a specific syntax. But if you do want a specific language recommendation I'd say either C++ or C# based on the resources both on the net and in the book store.
  5. Exactly. There is no "right way" to start out with things like this. If you want to be a mobile game developer, start making games for the mobile OS of your choice. Follow your heart and do what you like. Having fun with what you do is the most important thing, since that keeps you motivated towards the goal of becoming a mobile game programmer.