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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.

The Melody Maker

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  1. Backwards compatibility with earlier versions of Windows is only one my reasons I still use those legacy interfaces instead of upgrading to the newer ones.  The Visual Basic 6 runtime, as well as the DirectX 7 and 8 interfaces which I've been using, do work with all the mainstream versions of Windows from 95 onward up to 8*.  But I do have other reasons.  I also use them because I still have them at my disposal, I've become comfortable with them after using them for 10+ years, and it's sufficient for what I need.  That's enough reason for me to keep using them.  At least at this time, I have no interest or need to upgrade.   * The two 2D-only games I've been making, both many years in the making and still under development, have been using DirectDraw 7 for graphical output but since finding out that Windows 8 handles DirectDraw operations very slowly, I've been making alternate Direct3D 8 versions of both which I'm happy to say so far actually do run at the right speed in Windows 8 upon testing.   In the one game I'm currently working on upgrading, I had a routine set up to read the colors from the screen's middle column of pixels in DirectDraw, but Direct3D handles that so differently from DirectDraw that I had to come on here to ask for help. XD
  2. Thanks for replying, Nik02. :)  I see now what I was doing wrong -- I was both reading the bitmap in memory upside-down and the resultant color backwards (assuming ABGR). XD   I tried the method you gave me (including using the CopyMemory sub from the Windows API) and now it's working perfectly; thank you so much for your help! ^__^
  3. Hello.   I did a search for a similar topic and couldn't find one, so I apologize in advance if one does indeed exist elsewhere.   I've been programming a game in Visual Basic 6 using the DirectX 8 Graphics interface, but I've run into a bit of trouble in my attempts to correctly read the color value from a single pixel from the front buffer that I've already locked with LockRect.  Just so I'm not misunderstood, though, I'm not having trouble with the functionality.  I've already successfully locked the front buffer, read from it, and unlocked it.  My problem is figuring out the correct math for reading the appropriate color data from the pixels.  (That being said, I hope I've started this thread in the right place and I apologize if I haven't.)   This is the helper function that I have going to make the job easier...   Function GrabPixel(XPos As Long, YPos As Long) As Long Dim TempColor As Long ' LockedRect is the front buffer surface (D3DLOCKED_RECT) I've locked with Direct3DSurface.LockRect, and according to the docs it ought to be 32-bit automatically. ' X_RES& is the width of the game's current screen mode. ' Y_RES& is the height of the game's current screen mode. With LockedRect TempColor = (.pBits + ((Y_RES& - 1 - YPos) * .Pitch) + (XPos * 4)) End With ' Anything else I need to do here to manipulate the color value I get before it's usable? GrabPixel = TempColor End Function   If anyone can figure out where I'm going wrong with my math, I'd greatly appreciate it.  Thank you in advance to anyone who posts with help and advice.