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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 omkar

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  1. I have released all code here. binaries are in binaries folder just get binary folder and start GameEditor.exe and then click on script editor. Although angel script editor cant be separated as it populates auto completion from functions/classes/variables registered in game.
  2. Hi Andreas thanks for quick reply and this great library. i think you are right it converts c++ code into some intermediate byte code but i will see what else can be done though i noticed one thing this long compilation time only occurs at first compilation but when compiling next time with same code build command only takes only few ms. I have used angelscript for my game engine which i might release soon as zlib license like angelscript. engine works on windows, android, flash and has good built in angelscript code editor with auto completion, syntax highlighting, auto formatting, on fly error checking when user is writing code, auto updating code completion list etc. maybe this one will be helpful for angelscript community but my code isn't clean and documents so i will think about this.  
  3. I have successfully compiled Angelscript with max portability mode on flascc (new flash c++ compiler) and everything works fine but when i compile anything in Angelscript using build command it takes 6+ sec to compile even if that code is just of 4 lines. This problem stops flash's swf file from executing further giving error in debug mode that script is executing for long time,  If i load byte code i get error saying stack recalculation required (this error is only in flascc compiled code not in windows or android). There is one last thing that native Calling Conventions work for SetMessageCallback so i think it means all library doesn't need to be compiled with max portability mode, I didn't tried this yet but will see later. So if someone knows why build takes so long time please tell me and i think its good idea to add official support for flascc as it only requires makefile from gnuc folder to compile thought there is configuration for this compiler in config file.   using Angelscript version : 22401