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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 Dante12129

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  1. And don't forget that the Mass Effect games bound all actions to one key so you would end up rolling in place rather than collecting some credits or whatever.
  2. I want a cool rider
  3. I know Lua uses one as the index. When I did my Tic-Tac-Toe game, I used an enum class of X, O, and Empty or so.
  4. Look at the source file, it includes GameObject.h. The header only uses a pointer to GameObject, so it doesn't actually need to know about it. The source file is what is actually using it, hence why you include it there. Since pointers and references are known sizes, the compiler can use them without full definitions of types.   Also, why is your factory method in a class when it could just be a free function in this case?
  5. Actually, Sprite does have a virtual destructor because sf::Drawable has one. Here are some link  on the SFML about inheriting from sf::Sprite.
  6. Why does the entity need to know about the scene?   Also, you shouldn't be inheriting from sf::Sprite. Make it a member and, if you want to use your class like the sprite, inherit from sf::Drawable and sf::Transformable. You'll need to override the draw method, and there are a few things that the Sprite has that aren't in either of those (color, bounds, and texture/texture rects).
  7. Well I used Lua for Windows before and it worked fine. I kinda figured I would need to compile Lua myself but I just wanted to see if there was anything besides compiling Lua that would work.
  8. I've recently switched from the official MinGW version that uses Drawf2 for exceptions(4.7.2) to the TDM version of MinGW so I could get access to the 4.8.1 features and a 64-bit compiler. I am now recompiling the libraries that I use beccause of the differenct systems of exceptions.   I have successfully rebuilt Boost, but when I try to use it to compile Luabind 0.9.1, it gives me an error that it is "skipping incompatible lua5.1.lib/.dll when searching for -llua5.1". I have LUA_PATH set correctly. What should I do?
  9. I'm in.
  10. Yeah I figured it out that it was the typo shortly after my post.
  11. Well I have it running with XAMPP and it's still giving me the, "Uncaught ReferenceError: main is not defined" error. All the files are in the XAMPP directory for where you put the stuff you want and I changed my HTML file to <html> <head> <title>Test</title> <link rel="stylesheet" type="text/css" href="http://localhost/main.css"> <script type = "text/javascript" src="http://code.jquery.com/jquery-latest.js"></script> <script type = "text/javascript" src="http://localhost/main.js"></script> </head> <body onload = "console.log('Page fully loaded');"> <canvas id="mainCanvas" width = "200" height = "200" onContextMenu="javascript: return false;">Canvas not supported.</canvas> <p id = "test" onclick = "main();">Sample Text</p> </body> </html> The CSS still works fine and it's still the Javascript that's not working
  12. I have been experimenting with the <canvas> element lately, but I can't get any functions inside external Javascript files to work. They'll only work if I put them in my HTML file. My .js file is in the same directory as my .htm file.   index.htm <html> <head> <title>Test</title> <link rel="stylesheet" type="text/css" href="main.css"> <!--<script type = "text/javacript" src="http://code.jquery.com/jquery-latest.js"></script>--> <script type = "text/javacript" src="main.js"></script> </head> <body onload = "console.log('Page fully loaded');"> <canvas id="mainCanvas" width = "200" height = "200" onContextMenu="javascript: return false;">Canvas not supported.</canvas> <p id = "test" onclick = "main();">Sample Text</p> </body> </html> main.js function main() { var canvas = document.getElementById("mainCanvas"); var ctx=canvas.getContext("2d"); ctx.fillStyle="#FF0000"; ctx.fillRect(0,0,150,75); console.log("Drew rectangle"); } When I click the paragraph, Chrome's console gives me the message, "Uncaught ReferenceError: main is not defined." The css file is used perfectly. If I inspect the script element that contains the link to main.js, it'll show the correct path to it in a tooltip. I can't figure out what's going wrong.
  13. I agree with ZwodahS. SFML is much easier to use and is nice and OO and you don't have to include a bunch of add-on libraries to do simple things like drawing shapes and sound.
  14. I got it working, I just needed to do toolset=gcc after bld.
  15. The setup script is the setup.bat in the boostdir/libs/filesystem/example/test. I made sure it compiled with MinGW. I have used Boost to compile Luabind for MinGW, so I don't think it will be that.