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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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  1. Also, talk to a lawyer if you're uncertain.
  2. Is this, in fact, not what COM technology is all about? Although it includes additional features such as reference counting as well.     The reason this works is in fact COM: the ABI for virtual abstract classes was standardized in Windows compilers to support COM interfaces. At least that's what I heard a number of years ago.
  3. Look into virtual abstract base classes. The dll can return a pointer to a descendant in a factory function and the host can use it because it knows the base class. (EDIT: I see Wyrframe's link talks about them, so read that).   The main reason for this is to support dlls made in different languages and with different compilers than yours.   Do make sure you define calling conventions and data (struct) alignment. For calling conventions, cdecl and stdcall are good choices.
  4. Since the list sits on one phone and that acts as the server, I'd just let the other phone ask if it's ok to remove a word and wait for the server's reply before continuing. I don't think you need actual locks to implement this.
  5. I use Clonezilla. I once used it for Windows 8 and that worked fine.   If I recall correctly (it's been a while), what I did was: 1. make backup of source partition 2. swap drives 3. write backup to new drive 4. resize partition in Windows
  6. I always feel a bit lost using just one screen, though it helps if that one screen is big enough.   With three screens I have email and Skype on the right side, web browser, Visual Studio and the running programs I work on on the middle screen, with file browser and Delphi on the left. Other applications are used on specific screens as well, most of the time.   One thing I like a lot in Windows 10 is snapping a window to one side of a screen, giving even more useable desktop space without having too many free floating windows (something that distracts me).   The benefit to my productivity is that I can easily watch multiple things without having to bring them to the foreground all the time.   I agree with Luckless, decide what you want to see and if you want to see it at the same time. Also, do you maximize windows, snap them together, let them overlap ... whatever feels best to you determines if you would work better with multiple screens or not.
  7.   Specifically for War of the Worlds, in the original book the Martians were catapulted towards earth in various intervals. They probably had little to no communication with home (especially after they became sick), so it's conceivable that there wouldn't be a second attempt because of uncertainty.   On the other hand, if they're anything like humans, there would have almost certainly been a second attempt that was just that much better prepared.
  8. First, test your binary on the VirusTotal site: http://www.virustotal.com/   It will analyze with more or less all known anti-virus engines. This will tell you if there might actually be a virus in it, but mostly it helps to reassure the user that there's no virus and the file is safe.   Then go to the anti-virus program's website and post it as a false positive. They usually have some way of doing that. It will help prevent future detections.   Finally, consider code signing your binaries, as has been suggested here. I'm not sure of any "cheap" solutions for this, but it will probably be more important with every year that goes by.
  9. The video doesn't show how much fun the game is. So like DifferentName said, try to show things you can build, not just what you build with. Show something that users would want to build themselves.
  10.   I don't think that's a good reason to use dll's. It would probably be better to use other methods for these kinds of resources, the simplest being to just load the files directly from a subdir of the game directory.   As was said before, the main reason to consider using dll's would be some type of plugin. For an engine, you could consider making a dll for the audio engine, one for the graphics engine and so on. But here I'd still go for a static library myself.
  11. Sounds cool, though I'll wait for the final version to play it.   The main reason I'm interested is that I had an idea similar to this about 20 years ago, but of course I never got very far with it. So I want to see if it comes close to what I envisioned and if it's actually fun to play :)
  12. I ignored the DX parts, I used SDL myself. It was just a very simple 2D game, however.   It was very useful to me because I struggled with some concepts regarding the game loop, multiplayer games and other stuff that I can't remember at the moment. Even outside of game programming it pointed me to some tools I now use in my job as a programmer.   It's also not as thick a book as the other two I read (am reading), I think that was good for me at that point. Too much information might've overwhelmed me.   I think all three books will help you out, I preferred GCC but that's because I read it at the right time. Now I'm reading books (and websites etc) mostly to learn new things as I had stopped learning and lost my passion for programming a bit the last 10 years.
  13. I got quite some useful information from Game Coding Complete (4th edition). It's also fairly fun to read.   I'm reading Game Engine Architecture atm. It seems like it's more of an overview book to me. That's not necessarily bad, but it might have been more useful to me if I had read it earlier.   Introduction To Game Development (2nd edition) was also quite good, more details than Game Engine Architecture, a lot of information.
  14. If you write everything from scratch, then technically you've made a game engine. But if you don't try to make that code work for other (abstract, non-existing) games but instead just try to get your game to work, then that doesn't really matter. The bad thing about trying to write a game engine is that it takes away a lot of time and effort from finishing the game. In the end, you'll most likely not finish the game you were trying to create in the first place.   I wouldn't recommend writing absolutely everything from scratch, if that's your intention. Think about what you want to learn to do and find ready-made libraries, sdks etc for the rest. There's no shame in relying on the work of others for parts of your game. And some of these things are real time wasters, you can spend weeks getting some tiny feature to work just right on a specific computer while others have already solved that problem and provided the solution for you to use.
  15. A file header is part of the file, it's not really separate from it. It's just a number of bytes that's defined (in the file's format description) as having some specific meaning.   So you don't do anything special to read or write it, it's just some more data.   For your own file format, you could define a struct that holds a value to identify the file as something that you know (some pre-defined 32bit integer value, for example) and then some useful information (count of the items you've written, for example).