• 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.

Sixoul

Members
  • Content count

    25
  • Joined

  • Last visited

Community Reputation

184 Neutral

About Sixoul

  • Rank
    Member
  1. I had this kind of different idea. Most people have an idea and then bring it to kickstarter to try to get funding. I was thinking what if we had a two step kickstarter. We do one that's really cheap to bring them multiple game prototypes and then have the people vote on which one they thought was most fun then start a larger kickstarter based on that game? Maybe even forget the first kickstarter and just being them multiple prototypes to vote on. Does this sound like it could work as a kickstarter project?
  2. So I'm working on a game in C++ and I was debating whether I should use lua or xml to help me. I'll need a way to store all my data for the characters. It'll be a small pokemon like rpg. So everything has stats, moves it can learn when it levels up, experience to next level, etc etc.   I could set that up in an array, record, or something to hold all of this. But I was wondering if xml or lua would be possible to do this as well and make life easier for me. But as I looked more into it I thought this might give the user too much access if I set it up wrong.   What kind of instance would using lua or xml be proper time to use it? Could I use it to hold the config settings?
  3. If I make a game on Windows using OpenGL, C++, and some other multiplatform libraries what would I need to do to say port it over to Linux or Mac? What would be some mistakes people make when programming that are OS exclusive? Thanks for any help.
  4. I'm not an artist but I'm working with a club member who's making the art and I'm not sure the best way to go about having him get the art to me. Should I have him make a Dropbox, send through email, etc? I'm not sure of the best way to go about this. Any help or advice would be much appreciated.
  5. I got SFML to linked and compiled. I noticed I downloaded the wrong zlib, I didn't get the dll but I do now. For zlib that sounds too easy. Isn't there supposed to be additional dependencies in the Project > Properties > Linker > Input > additional dependencies. Like sfml had the sfml-graphics.lib files I had to add.   I'm not really looking for the easiest way. Probably somewhere between cleanest setup and easy. The way Servant of the Lord described setting it up sounds messy. I was hoping for a process similar to setting up SFML where the only files I need to move around are dll or something.
  6. So I'm using sfml and to make the map I'm using the Tiled map editor. I found this to parse the data for sfml but the problem is I'm not sure I understand how to get it as part of the project.   http://trederia.blogspot.co.uk/2013/05/tiled-map-loader-for-sfml.html   I asked how to add this to my project and the author of the blog post put this.     There are a lot of cpp files in various folders and the zlib structure isn't the same as sfml so I don't know where it's include, lib, or what additional dependencies to put down.   Sorry if this is a stupid question.
  7. Wow. That is actually a lot simpler. I'll just use this from now on then. Thanks.
  8. They wanted me to get practice so they had me make the account and create the repo. That's what I was thinking. Because when I published to the club's repo it asked for a password but not when I tried publishing to the repo I made for my friends and me. Is it possible that visual studio is using the club's account and trying to publish to the other repo? It would make sense for me not to have access then. But I can't find a setting to try switching accounts or anything.
  9. So I'm working with my club and then a group of friends on separate projects both using Visual Studio 2012. I was able to publish to the club's repo on github fine and all but I can't publish to the one for my friends' repo on github. I get this error when I try to publish a change to my friends' repo. An error occurred. Detailed message: An error was raised by libgit2. Category = Net (Error). Response status code does not indicate success: 403 (Forbidden). I'm not sure why. Also, I remember it asking for a username and password when I published to my club's email and it never asks for a password when I try to use my friends' and my repo.   Sorry if this is wrong but I'm kind of beginner using github and it sounds like people recommend that.
  10. Alright. Thanks for all the comments. I'll get my artist to do some tiles and a basic character and see how that will end up looking. For the character he wants to know what resolution and I don't know what to tell him. Should it be the same as the tile blocks or more so there can be more detail?
  11. So say you got your run of the mill 2D game from the 80s to the early 90s. You can tell there are tile pieces used for each space. But instead of moving based in a grid say it's kind of free movement. Would that end up looking bad?
  12. So there are some games when they startup they do a kind of going through tasks. I'm pretty sure I know how they go through some things but then there's information they get like the OS, audio system, etc. that I kind of wonder how they pull that. But I always told myself if I ever made a game, even if it was a short 5 min game I would include something like this from Sacred 2. http://www.sacredwiki.org/index.php/Sacred_2:Silly_Messages   Basically it goes through the startup process, which I'm curious how they do some of it, and then displays a random silly message which I'm also curious how they do that. Would they just get some text file and choose a random line to read from or do you think it would be an array of strings and they randomly choose one of the strings in the array to print out.   Thanks. Just thought it was something fun to think about.
  13. So I've looked up tutorials and noticed that a lot of people keep the game loop method call outside the main method. Is there a reason not to have While (bIsRunning) { gameLoop(); } Inside the main method? Sorry for not formatting. I'm on my phone. I have a feeling the answer will just be preference or something. Thanks for any answers.
  14. I got it working. I changed it so using sfml would be dynamic and I copied over the dll files to the debug folder.
  15. Thanks. After adding Engine::gameWindow it now comes up with   Unhandled exception at 0x77AD2272 (ntdll.dll) in SFMLProj.exe: 0xC0000005: Access violation writing location 0x00000004.   and when I break it goes to the line with the sf::RenderWindow Engine::gameWindow; This was actually the original error I had before the unresolved external symbol.