• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

101 Neutral

About Elidor

  • Rank
  1. I'd just like to say that it seems what I'm asking doesn't make much sense. I guess what I'm really asking for is an easier way to simulate a window builder for pixel coordinates without actually having to make one. Sorry about that I think I can figure it out from here.
  2. My question is knowing exactly how to blit aside from presets of centering and estimating like 1/5 of the way down the screen then 1/3 across. I'd like to know if there's a way I can attain better reference points than just right, center, and left alignment. For example if I blit a surface in one class it would be easier to use an inbetween class like the surface class above to use the previous surface as a reference to blit the other surface. To further illustrate what I'm aiming at: If I blit a surface1 centered at a screen at the top and I want to blit a surface2 just bellow that but have surface2 centered how could I go about that?
  3. Hello GameDev, I have question for you all. Is there any way to perfectly aligning surfaces aside from estimation. For example I know how to center, right, left align surfaces but how can I know where exactly 60 pixels is before I compile and check. I was thinking of making a program to test a surface images in a sandbox to attain pixels but if there is another way of attaining offsets this would save me quite a bit of trouble. Another thing while I'm at it. Is there a way to get the offsets of a blitted image in SDL. For example if I blit y onto buffer x is there a way I can get y's offsets from the SDL_Surface structure? The reason I ask this is because I'm attempting to make a more flexible Surface class for my TestEngine than the one on sdltutorials.com. Here's the header to illustrate my idea: #ifndef _SURFACE_H_ #define _SURFACE_H_ #include <SDL/SDL.h> #include <SDL/SDL_image.h> #include <stdexcept> enum { LEFT_ALIGN, CENTER_ALIGN, RIGHT_ALIGN }; enum { TOP_ALIGN, MIDDLE_ALIGN, BOTTOM_ALIGN }; class Surface { public: Surface(); public: static SDL_Surface * onLoad(char * file, bool alpha); static void onDraw(SDL_Surface * dest, SDL_Surface * src, int x, int y); static void onDraw(SDL_Surface * dest, SDL_Surface * src, int x, int y, int x2, int y2, int w, int h); static void drawAligned(SDL_Surface * dest, SDL_Surface * src, int xAlignment = CENTER_ALIGN, int yAlignment = MIDDLE_ALIGN); static void drawAligned(SDL_Surface * dest, SDL_Surface * src, int x, int y, int w, int h, int xAlignment = CENTER_ALIGN, int yAlignment = MIDDLE_ALIGN); private: static SDL_Rect align(SDL_Surface * src, SDL_Surface * dest, const int & xAlignment, const int & yAlignment); public: static void transparent(SDL_Surface * dest, int r, int g, int b); }; #endif