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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.

Beshon

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  1. Oh so delay isn't actually used, that makes much more sense, thanks so much!
  2. Thanks for both your posts, I finally have something to go on! :)   I did go through that tutorial Servant of the Lord but it confused me because as far as I can tell the timer was not delaying anything, it was just counting and resetting.   I am most definitely wrong, I just didn't understand it sorry   Thanks again!
  3. Eh so at the moment I am using the way in which you use GetTicks and then work out if its going too fast and then delay it if it is, the way the above tutorials show it.   I have read in quite a few places that its best to handle your animation and stuff like that using time passed instead of frames passed so I want to do it this way but cannot find anything on it.   Is that clearer?    Stiches you didnt post the articles in your post, I would love to see them though!   Thanks again
  4. Hey   I have followed most the beginner tutorials out there I can find on SDL and am finally getting around to making my first game, something I want to include now is going from beginner standard to industry standard and the first thing is moving from controlling frame rate by ticks and start using time to do this as I have seen lots of comments with people saying this is much better.   I cannot however find anything like out there that explains how to do this so am posting here for a basic description on how to do it and hopefully a code snippet.   Thanks in advance!
  5. Ah thanks a bunch   It ended up being that I had to include the full directory of the font file and not just the name!   Thanks again
  6. The error is Unhandled exception at 0x6F4C2A9D (SDL_ttf.dll) in helloWorld.exe: 0xC0000005: Access violation reading location 0x00000000 The error is coming up at line 'text = TTF_RenderText_Blended(font, "Hello World!", color3);'   I looked it up and most people are saying its something to do with trying to nullify a pointer which is already null but as far as I can tell this isn't the issue here, so any help from someone would be really appreciated.   Full code is at http://pastebin.com/LhrZEga6   Code before the error occurs is below   #include "SDL.h" #include "SDL_ttf.h" int main( int argc, char* args[] ) { //Start SDL SDL_Init( SDL_INIT_EVERYTHING ); TTF_Init(); //Font stuff TTF_Font* font = TTF_OpenFont("Arial.ttf", 32); //Creates game screen and image object SDL_Surface* screen, *image, *text; screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE); //Creates game loop bool running = true; //Creates text SDL_Color color3 = {0xff, 0xff, 0xff}; text = TTF_RenderText_Blended(font, "Hello World!", color3);   Thanks again  
  7. Thanks for the reply Skylear   I had already read your post earlier today, I was pretty sure this was how you structured games as it is very similar to the way a lot of programs are structured outside game design, but it was still a nice confirmation!   I really like your idea about recreating classics, it is something I actually did when learning coding for the first time, and it just hadn't crossed my mind.   Thanks!
  8. Hey   It has always been a wish of mine to learn some game design since a young age but due to many factors I was led down the other areas of programming. I finally have some time to dedicate to learning some basic stuff and then hopefully move on from there if things allow it, I am adept at a few things I believe are useful and would love to be able to put them to use in this field as well - below are the skills I have learnt. C# - Expertise Pascal - Expertise SQL - Expertise C++ - Moderate Java - Moderate Photoshop - Basic Whenever I go about learning something I always try to gain a actual understanding of what is going on and why things are being done, for example I used to work with someone (on a good monthly) who did not understand the usefulness of pointers and only used them to meet the industry standard, I try to avoid situations like that like a cat from water. I have looked at some basic stuff around the web and am struggling to find anything that goes into the sort of things and only really guides which tell you to write down stuff line by line, because of this I am posting here.   My first goal is to create 2D game in which you can move around a character around a field with basic obstacles and then work on from this to make some what of a simplified Minecraft, something a long the lines of a popular DS game a few years back, the name escapes me. The reason I post here is to hopefully meet people that have a similar view as me and are hopefully open to giving me advice in how to achieve this - I do not want the basic 'go and and learn C++' and come back as mentioned above I already know most of the code I can imagine I will need.   I will put a list below of the sort of stuff I want to know - Is C++ the best way to go? I was thinking of starting with OpenGL, is this a good start? Is there something else I should be using? What programs do I need? Or make things much easier? Do you know of any guides/tutorials/series that cover the stuff I want to know? Do you know of any guides/tutorials/series that involve 2D games like the one I plan to make? I would be very grateful if anyone could answer any of the questions above in any sort of detail, it really will help me.   The final thing I would like from someone with a moderate understanding on game design is a way to contact them maybe a few times a week with basic questions or troubleshooting as I find someone to turn to is something invaluable for learning, I know this would be a lot to ask from most people and only help me if you have time and really do not mind, please.   Thanks, and I look forward to any replies people may have