• 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.

cpp boy

Members
  • Content count

    280
  • Joined

  • Last visited

Community Reputation

116 Neutral

About cpp boy

  • Rank
    Member
  1. Thanks for your answer local host. I've seen good things about the axiom, but since I'm a guy of feature and control I've chosen to take the novation :). It's also better for using reason ;)
  2. Ok. so I've been to shops around town and vendors have shown me about three midi controllers witch I need advice to know witch one should I choose. Theses keyboards are : 1. Novation Remote SL61 700$ Can 2. Axiom 61 350$ Can 3. Edirol pcr-m50 400$ Can From what I've seen I prefered Novation Sl61 and Axiom 61. But I was wondering is the double price really worth it ? My goals are to upgrade my keyboard to a velocity sensitive and have features witch will boost my creation time and come faster to my inspirations. I also want a keyboard that I won't have to replace in a year or two because the keyboard isn't enough yet. Anyway advice needed. Thanks guys.
  3. Quite short.... Kinda reminds me of secret of evermore ambiances.
  4. Hum the first part of song seems pretty much like many great video game songs that have been here lately such as the great world of warcraft. As for the guitar part I say Bravo you've proven that there's more to video game music than just moody symphonic and great chorals and so. My only complaint here is that guitar lead, spice that up a little with not going jonh pettruci crazy or a guitar shreder(some one one does many very rapid note shifting in a guitar solo). As for production very nice.
  5. For myself I taught those were pretty nice music samples. My only complaint is that are too much symphonic, video game music has much more to do than just freaking symphonic. Anyway nice songs guys, and pretty basic but pretty website layout.
  6. Hey guys, I'm kinda old and new to this community, but anyways I've got compositions and I just wanted to show them to people and I thought here's a great place. I know people usualy hate leaving comments on other people's work so If you want you can ask me to rate youre compositions too so it will be a good exchange. Anyway thanks in advance guys. here is the link : http://www.soundclick.com/bands/pagemusic.cfm?bandID=584695
  7. I'm getting a bit curious about witch equipement game music creator uses as their seem so many, and their are soo few communities that actual concentrate game music. Most of theses communities are hip hop, trance or dance communities and others are pure rock lovers. So, I was wondering what people like us who develop game music use more often. I for once use two simple tools :P : I use Reason 3.0 as my main producing tools and heck reason is my hole studio. I secondly use a cheap midi based keyboard that doesn't event have velocity control( I'm definitly uptdating this soon) to compose and record my music in reason. I finaly use a small mastering program to obtain to those volume addicts standars. Now it's you're turn :
  8. I'm getting curious why did so many promised rpg projects failed along the way, was it because of people wanting to do RPGs, but could not even make a decent game design, or was it the lack of skills to make the game, or did the people realise after two weeks of work that this was going to be too long. Anyway I'm just shooting answers so just tell me yours. Edit by Fruny - Fixed title. [Edited by - Fruny on July 11, 2006 9:37:12 PM]
  9. Ok I've started my journey whit direct3d and decide to let directdraw down for a while. Whit direct draw I had no probleme to initialize and to start drawing stuff, but whit direct 3d I'm having a heck of a probleme just creating the component. I use the book Programming role playing game whit directx 8.0 to learn and here is what my code looks like : #include <windows.h> #include "d3d8.h" void Game_Init(); void Game_Shut(); void Game_Main(); IDirect3D8 g_D3D; HWND hwnd; LRESULT CALLBACK WndProc(HWND hwnd, UINT Msg, WPARAM wParam, LPARAM lParam) { switch(Msg) { case WM_DESTROY: PostQuitMessage(0); break; } return DefWindowProc(hwnd, Msg, wParam, lParam); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; MSG Msg; wc.cbClsExtra = 0; wc.cbSize = sizeof(wc); wc.cbWndExtra = 0; wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hIcon = NULL; wc.hIconSm = NULL; wc.hInstance = hInstance; wc.lpfnWndProc = WndProc; wc.lpszClassName = "My Win"; wc.lpszMenuName = NULL; wc.style = CS_HREDRAW | CS_VREDRAW; RegisterClassEx(&wc); hwnd = CreateWindowEx(NULL, "My Win", "Game", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, NULL, NULL, hInstance, NULL); ShowWindow(hwnd, SW_SHOW); UpdateWindow(hwnd); while(1) { if(PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE)) { if(Msg.message == WM_QUIT)break; TranslateMessage(&Msg); DispatchMessage(&Msg); } } return Msg.message; } void Game_Init() { if((g_D3D = Direct3DCreate8(D3D_SDK_VERSION)) == NULL)) { return 0; } } void Game_Shut() { } void Game_Main() { } and the error messages are to following : --------------------Configuration: game_shell - Win32 Debug-------------------- Compiling... main.cpp D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : error C2259: 'IDirect3D8' : cannot instantiate abstract class due to following members: c:\mssdk\include\d3d8.h(164) : see declaration of 'IDirect3D8' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::QueryInterface(const struct _GUID &,void ** )' : pure virtual function was not defined c:\mssdk\include\d3d8.h(167) : see declaration of 'QueryInterface' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'unsigned long __stdcall IDirect3D8::AddRef(void)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(168) : see declaration of 'AddRef' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'unsigned long __stdcall IDirect3D8::Release(void)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(169) : see declaration of 'Release' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::RegisterSoftwareDevice(void *)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(172) : see declaration of 'RegisterSoftwareDevice' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'unsigned int __stdcall IDirect3D8::GetAdapterCount(void)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(173) : see declaration of 'GetAdapterCount' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::GetAdapterIdentifier(unsigned int,unsigned long,struct _D3DADAPTER_IDENTIFIER8 *)' : pure vir tual function was not defined c:\mssdk\include\d3d8.h(174) : see declaration of 'GetAdapterIdentifier' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'unsigned int __stdcall IDirect3D8::GetAdapterModeCount(unsigned int)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(175) : see declaration of 'GetAdapterModeCount' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::EnumAdapterModes(unsigned int,unsigned int,struct _D3DDISPLAYMODE *)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(176) : see declaration of 'EnumAdapterModes' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::GetAdapterDisplayMode(unsigned int,struct _D3DDISPLAYMODE *)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(177) : see declaration of 'GetAdapterDisplayMode' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::CheckDeviceType(unsigned int,enum _D3DDEVTYPE,enum _D3DFORMAT,enum _D3DFORMAT,int)' : pure vi rtual function was not defined c:\mssdk\include\d3d8.h(178) : see declaration of 'CheckDeviceType' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::CheckDeviceFormat(unsigned int,enum _D3DDEVTYPE,enum _D3DFORMAT,unsigned long,enum _D3DRESOUR CETYPE,enum _D3DFORMAT)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(179) : see declaration of 'CheckDeviceFormat' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::CheckDeviceMultiSampleType(unsigned int,enum _D3DDEVTYPE,enum _D3DFORMAT,int,enum _D3DMULTISA MPLE_TYPE)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(180) : see declaration of 'CheckDeviceMultiSampleType' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::CheckDepthStencilMatch(unsigned int,enum _D3DDEVTYPE,enum _D3DFORMAT,enum _D3DFORMAT,enum _D3 DFORMAT)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(181) : see declaration of 'CheckDepthStencilMatch' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::GetDeviceCaps(unsigned int,enum _D3DDEVTYPE,struct _D3DCAPS8 *)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(182) : see declaration of 'GetDeviceCaps' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'struct HMONITOR__ *__stdcall IDirect3D8::GetAdapterMonitor(unsigned int)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(183) : see declaration of 'GetAdapterMonitor' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::CreateDevice(unsigned int,enum _D3DDEVTYPE,struct HWND__ *,unsigned long,struct _D3DPRESENT_P ARAMETERS_ *,struct IDirect3DDevice8 ** )' : pure virtual function was not defined c:\mssdk\include\d3d8.h(184) : see declaration of 'CreateDevice' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : error C2259: 'IDirect3D8' : cannot instantiate abstract class due to following members: c:\mssdk\include\d3d8.h(164) : see declaration of 'IDirect3D8' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::QueryInterface(const struct _GUID &,void ** )' : pure virtual function was not defined c:\mssdk\include\d3d8.h(167) : see declaration of 'QueryInterface' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'unsigned long __stdcall IDirect3D8::AddRef(void)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(168) : see declaration of 'AddRef' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'unsigned long __stdcall IDirect3D8::Release(void)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(169) : see declaration of 'Release' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::RegisterSoftwareDevice(void *)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(172) : see declaration of 'RegisterSoftwareDevice' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'unsigned int __stdcall IDirect3D8::GetAdapterCount(void)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(173) : see declaration of 'GetAdapterCount' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::GetAdapterIdentifier(unsigned int,unsigned long,struct _D3DADAPTER_IDENTIFIER8 *)' : pure vir tual function was not defined c:\mssdk\include\d3d8.h(174) : see declaration of 'GetAdapterIdentifier' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'unsigned int __stdcall IDirect3D8::GetAdapterModeCount(unsigned int)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(175) : see declaration of 'GetAdapterModeCount' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::EnumAdapterModes(unsigned int,unsigned int,struct _D3DDISPLAYMODE *)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(176) : see declaration of 'EnumAdapterModes' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::GetAdapterDisplayMode(unsigned int,struct _D3DDISPLAYMODE *)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(177) : see declaration of 'GetAdapterDisplayMode' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::CheckDeviceType(unsigned int,enum _D3DDEVTYPE,enum _D3DFORMAT,enum _D3DFORMAT,int)' : pure vi rtual function was not defined c:\mssdk\include\d3d8.h(178) : see declaration of 'CheckDeviceType' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::CheckDeviceFormat(unsigned int,enum _D3DDEVTYPE,enum _D3DFORMAT,unsigned long,enum _D3DRESOUR CETYPE,enum _D3DFORMAT)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(179) : see declaration of 'CheckDeviceFormat' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::CheckDeviceMultiSampleType(unsigned int,enum _D3DDEVTYPE,enum _D3DFORMAT,int,enum _D3DMULTISA MPLE_TYPE)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(180) : see declaration of 'CheckDeviceMultiSampleType' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::CheckDepthStencilMatch(unsigned int,enum _D3DDEVTYPE,enum _D3DFORMAT,enum _D3DFORMAT,enum _D3 DFORMAT)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(181) : see declaration of 'CheckDepthStencilMatch' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::GetDeviceCaps(unsigned int,enum _D3DDEVTYPE,struct _D3DCAPS8 *)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(182) : see declaration of 'GetDeviceCaps' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'struct HMONITOR__ *__stdcall IDirect3D8::GetAdapterMonitor(unsigned int)' : pure virtual function was not defined c:\mssdk\include\d3d8.h(183) : see declaration of 'GetAdapterMonitor' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(8) : warning C4259: 'long __stdcall IDirect3D8::CreateDevice(unsigned int,enum _D3DDEVTYPE,struct HWND__ *,unsigned long,struct _D3DPRESENT_P ARAMETERS_ *,struct IDirect3DDevice8 ** )' : pure virtual function was not defined c:\mssdk\include\d3d8.h(184) : see declaration of 'CreateDevice' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(67) : error C2679: binary '=' : no operator defined which takes a right-hand operand of type 'struct IDirect3D8 *' (or there is no acceptable conversion) D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(67) : error C2059: syntax error : ')' D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(69) : error C2562: 'Game_Init' : 'void' function returning a value D:\Mes documents\Role Playing Games Book\Chapter 6(Directx Graphics)\Initializing Directx Graphics\main.cpp(4) : see declaration of 'Game_Init' Error executing cl.exe. game_shell.exe - 5 error(s), 32 warning(s) does anybody there have the same problem as me and resolved it. I'm using visual c++ 6.0 on windows 2000.