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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. 1. It works well. Thank you, Andreas. Maybe only some glitch, when we resize a column narrow enough (see pic).   2. I managed *.sln to be opened in VS 2010, changing two upper lines: Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Express 2012 for Windows Desktop to Microsoft Visual Studio Solution File, Format Version 11.00 # Visual Studio Express 2010 for Windows Desktop And set "Property Pages" - "VC++ Directories" - "Platform Toolset" to "v100", to find all include files.   3. Now I can think how to make letters look outstanding. (In my future epic programs). With some coloring and shading of edges, probably. I thought of some tags to change colors inline, like <#RRGGBB> or <#RRGGBBAA>, but likely it's better not to make things complex and let the program make separate calls for different colors.
  2. I have set "bmfont Property Pages" - "VC++ Directories" - "Platform Toolset" to v100, as in my other projects, instead of v110. I hope it's OK. It seems that solved the problem.
  3. Hi, I downloaded the source code of BMFont from http://svn.code.sf.net/p/bmfont/code/trunk and installed in standard folder for VS 2010 projects, My Documents\Visual Studio 2010\Projects\BMFont.   When I open main.cpp or other files of the solution, the errors are shown on all the standard includes:   "cannot open source file windows.h", and so on.   Other my projects find all includes. In "VC++ Directories" of "bmfont Property Pages" there are the settings for include paths:   C:\Progs\Sys\DirectX SDK\Include;$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSdkDir)include;$(FrameworkSDKDir)\include;$(DXSDK_DIR)Include   It seems everything should work, but it doesn't. Why? Does bmfont somehow rewrites standard variables such as $(VCInstallDir)? How to check or correct that, I don't know. I'm rather new in all this. Could you help? Thank you.
  4. OK, thanks! That demo is very important to me, because I want to learn how to use bitmap fonts, not how to create them. :)
  5. Hi, I tried to run demo and compile code downloaded from http://www.angelcode.com/dev/bmfonts/ Demo exe says "failed to initialize". log.txt: ... acgfx_font.cpp | 933|Unrecognized format for 'data/comic24.fnt' application.cpp| 42|Failed to initialize font 'data/comic24.fnt' (-1) acframe_applica| 160|Application specific init failed (-1)   Source code had an error (VS 2010) but it was easy to correct (by declaring int n outside of "for"). However, when built, application also failed to initialize. Log: ... acgfx_graphics.| 342|Available render target format: L16 acgfx_graphics.| 633|Effect file 'data/font.fx' failed to compile (0x88760B59) acgfx_font.cpp | 135|Failed to load 'data/font.fx' (-1) application.cpp| 40|Failed to initialize font 'data/arial24.fnt' (-1) acframe_applica| 160|Application specific init failed (-1)