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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 DeliciousThaiCosine

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  1. In a 2D isometric game, the player can be either behind a tree or in front of the tree. I understand that in order to implement something like that, I need to draw the objects that are furthest away first and the objects that are closest to the screen last, but I don't know how to express that in C++.   How do I change the draw order of the objects during run time? Like, when the player starts out behind the tree and then walks in front of the tree then I need to change "draw tree before player" to "draw tree after player" I don't know how to write that at all.   Please help   (I'm using SFML and C++)
  2. I didn't try touching it so I can't say.  My CPU was pretty high during the time though, so yeah. I'll also try cleaning the inside later when I my family stops using it just to be extra safe.   I'm more interested in seeing what's wrong with my code though, assuming it doesn't work properly for anyone else.
  3.   By crashed I meant my computer shut down. It still works perfectly fine. Yeah all my drivers are up to date and everything.   I assume it was the program that did it because that's when it shut down. Also my computer hasn't really had any problems before that I know of.
  4. Basically, I crashed my computer when I ran my code. My friend told me the reason was probably due to something about overheating my comp somehow. Later on I ran this code on my laptop and when I opened my task manager my CPU Usage was at 100%. So I know I'm doing something horrifically wrong, but I don't know what.   Originally the code was all in the main function and it worked fine, but only when I rewrote the code in the game class did the program became problematic. Please help #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> #include <fstream> #include <vector> #include <cmath> #include <cctype> class Game { private: sf::RenderWindow m_window; sf::Vector2u m_windowSize; sf::View m_mainView; sf::Event m_event; sf::Clock m_clock; sf::CircleShape m_Player; public: Game(); void run(); private: void getImput(); void updateLogic(); void renderGraphics(); }; Game::Game() :m_windowSize(1024, 640) ,m_window(sf::VideoMode(m_windowSize.x, m_windowSize.y), "Title") { m_window.setFramerateLimit(100); m_Player.setRadius(40.f); m_Player.setPosition(30.f, 30.f); m_Player.setFillColor(sf::Color::Cyan); } void Game::run(){ while(m_window.isOpen()){ getImput(); sf::sleep(sf::milliseconds(5)); updateLogic(); renderGraphics(); } } void Game::getImput(){ while(m_window.pollEvent(m_event)){ switch (m_event.type){ case sf::Event::Closed: m_window.close(); break; case sf::Event::KeyPressed: if(m_event.key.code == sf::Keyboard::F4){ //Resize Window m_windowSize.x = 800; m_windowSize.y = 600; // Apply possible size changes m_window.setSize(sf::Vector2u(m_windowSize.x, m_windowSize.y)); m_mainView = sf::View(sf::FloatRect(0.f, 0.f, m_windowSize.x, m_windowSize.y)); m_window.setView(m_mainView); } break; default: //idk break; } } } void Game::updateLogic(){ //Update the Logic here } void Game::renderGraphics(){ m_window.clear(); m_window.draw(m_Player); m_window.display(); } int main() { //Game Game game; game.run(); return 0; }
  5.   Thank you! I never knew you couldn't assign things globally, I just assumed it was bad practice, not knowing why.
  6. I started working on this project and I don't know what happened. I tried to create an object and then use a simple setUp function, but it refused to work. The object was created, however when I attempted to use the function it came up with the error: 'X' does not name a type. After this I tried something much simpler. int i; i=10; It came up with the error: 'i' does not name a type. If I just say instead that int i=10; then the error disappears. Up to this point in time I've been self-taught so I've never heard of this before and I don't know what to call it. How do I fix this and how did this even occur?