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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 Meerul264

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  1.   I'm don't follow this. Example please? thanks :)
  2. Now I know they're already a lot of threads talking about this. But no matter how much I read, I still can't seem to understand! So I decided to give it a try here - plus, I can ask a question myself here.   Suppose I have 2 classes; class A and class B. Both Have their own .cpp and .h files. I heard that if two classes need to use each other's member variables (quite often in game programming, I've come across a lot, but don't know how to.)   So how do I do forward declaration so that class A can access class B, and class B can access class A? I might want to implement this on inventory - item class for my game.   Note that class A and class B are NOT declared and defined in the same .cpp file. Thanks :)  
  3.   Yes I do. I wonder now, if its okay to take computer science in university level, without any background in computing (though I do have some experience in programming)? As for right now, I'm on A level course. After A level, university.
  4. I'm interested. But I'm afraid I might don't have the time to a lot of time doing learning together and doing stuff. Its still up to you, though. Plus, I can't find anyone locally, and good learning + developing experience comes with teamwork. So I guess finding a learning partner here is good.
  5. What I always wanted to be is to do what I like to do best. After finished my O-level course and the CIE examination, I had a whole 3-4 months holiday. I got nothing to do except for waiting for my O-level result (2012), and playing computer games all day.   One day I found out this game called 'To The Moon', developed by Freebird. The game was awesome, yet simple (kind of), as if its not made by a huge company, but rather some small group of people. I began to google this game. I wanted to find out who is the director of this game, how it was made, is it famous ( and I'm not surprised it got a lot of endorsement ), etc. But what I was really interested is, how did they make this game?   After a bit of googling, I found out that they used this program called 'RPG maker' to make their game. Interested as I was, I visited 'RPG maker' website and surf through their sites. I thought, "So this is how most people make games. ". I didn't know anything about programming back then, let alone knowing that 'computer programming language' exists, and nor do I have any interest in anything computer-related. Another few surf, I stumbled upon the word "Now with codes... (some programming language)" or something like that.   So again, I search about programming language. In turns out that the very basic thing in game-developing is coding the game. So, given that I have 3-4 long months of holidays, I decided to give it a try, and start learning C++ from various tutorial sites and youtube videos , and forums.   I spent day and night everyday, reading and watching tutorials online, and making some random useless programs to practice what I've learned. If I had an error that I couldn't solve, I sometimes couldn't sleep at night until I finally find a solution. Its really decided that this is what I really like to do best. If I can choose any career, I'd want to be a game programmer.   However, there are some problem that 'push' me away from nearing that career:   Firstly, in my country, there's no game industry at all. Most programmers in my country work for non-game industry, like working for an oil and gas industry. So, I can say that the number of demand of game programmer in my country is likely to be 0.   Secondly, I don't have any background on programming, ICT, or computer studies under my school courses. I only found out about programming, and start learning last year's December (2012).   Thirdly, I afraid I don't have time to spend on game programming. Now that I'm a student taking A-level course for Physics, Mathematics, Chemistry, I have too much work to do in my hand, and these three subjects aren't easy to score. To add one more 'subject' (i.e programming) in my free time will probably drop my academic performance.   Sorry if my English is bad. That's all what I wanted to share. What your say in this?
  6.   What did you mean by this?   I got the rough idea of what that is, but still, I may be wrong.
  7. //If you're not using C++11's range-for(): for(int i = 0; i < promptedText.size(); i++) {      promptedText[i].setFont(font); } You are using promptedText.size(). Doesn't that require promptedText.push_back(sf::Text &) first? Is this possible if I were to initialise the font of this text before i begin the game loop (i.e before window is open) ?   Or you are saying that I have to implement the std::vector's reserve() or resize() first?
  8. I figured out the problem. It was really a silly mistake. I made the array promptedText[] to have a size of 2 elements ( I should make it at least 10 ) and I forgot to change it to 10 . Really silly mistake.. But this make me wonder why it gives a green light on release.   Oh well I got it now. Thanks man
  9.   Lol thanks for introducing me to this interesting feature. i wouldn't know this exist.  Anyway i tried it out and found out that in main:         TEXT.Set_Fonts(); // problem avoided when I commented this out and came back when I uncomment this     TEXT.Set_Texts();     So I guess that is the root of the problem. But I couldn't figure out why is it so.   //in Texts.cpp   void Texts::Set_Fonts() { if(font.loadFromFile("Fonts/BNEfG98.ttf")) { for(int i = 0; i < 10; i++) { text[i].setFont(font); promptedText[i].setFont(font); }   FPS.setFont(font);   } else { std::cout << "Failed to load fonts " << std::endl; system("pause"); }   }
  10. I also got this, is this important?   'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Users\Amirul\Documents\Visual Studio 2012\Projects\Dragon Villa SFML\Dragon Villa SFML\sfml-graphics-d-2.dll'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Users\Amirul\Documents\Visual Studio 2012\Projects\Dragon Villa SFML\Dragon Villa SFML\sfml-window-d-2.dll'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Users\Amirul\Documents\Visual Studio 2012\Projects\Dragon Villa SFML\Dragon Villa SFML\sfml-system-d-2.dll'. Cannot find or open the PDB file.
  11.   Thanks for replying. The crash is that, it just produce white blank window. And when I try to click the window, it wouldn't respond (like when trying to click 'x' button to close the window). Also, this doesn't happen before I changed the code a bit. After I received this crash, I undo the changes I had made, but still get the crash. Why did this happen?     I don't think so. Under my Configuration -> Debug -> Linker -> Input -> Additional dependencies:    sfml-graphics-d.lib sfml-window-d.lib sfml-system-d.lib   If I'm not mistaken, "-d" for debug, without the "-d" for release.   Also, I just realised I got this output when debugging:   'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dinput.dll'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\hid.dll'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wintrust.dll'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\crypt32.dll'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msasn1.dll'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\ole32.dll'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\ole32.dll' 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\apphelp.dll'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cmd.exe'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\cmd.exe' 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cmd.exe'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\cmd.exe' 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cmd.exe'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\cmd.exe' 'Dragon Villa SFML.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cmd.exe'. Cannot find or open the PDB file. 'Dragon Villa SFML.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\cmd.exe' [...and the lists of similar kind of error goes on...]   I hope this can give you the clue to find what causes this crash. Thanks for the reply really appreciate it.
  12. I tried to search regarding this problem on google but couldn't find a similar case. The problems I found is vice versa of mine - crash when release but ok when debugging.   I already checked my project's configuration a dozen times but still can't find whats wrong.
  13.   Thanks for bringing up that idea. Though, to me, that sounds complicated. I've never program any editor before. Do you have any recommendation of tutorial on how to make such program, or any said editor program that is free?
  14. Yes! But actually, I was inspired by this iPhone game: http://www.undercroft.com/   Looking at Legend of Grimrock and comparing it to Undercroft, Legend of Grimrock looks more "3D-like" rather than 2D, which is far beyond my what I want to do. I think, if not mistaken, Undercroft is more simple at that. So my prototype of 2D first person world should be below the standard of that of Undercroft.