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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. [quote name='Serapth' timestamp='1321669000' post='4885495'] Have you considered using CodeBlocks and/or CMake instead of XCode? I recently took a look at Xcode 4.1, and I have @15 years experience, and found it extremely unintuitive, it would simply be a nightmare for a dev. Especially when you google about anything and most answer simply come back XCode 4.1 sucks, use 3.x. Seriously, just eliminate an initial complexity and use something more straight forward. I did eventually get Xcode to compile my SFML project, but it was by no means a straight forward task. [/quote] I disagree. Unintuitive is a subjective, not factual term. For someone who is used to either CodeBlocks or Visual Studio or Eclipse, XCode is certainly different, but that doesn't make it a nightmare. Personally I find myself less productive with Eclipse. So that said, learning ANY tool as part of another project makes the entire endeavor less than straightforward. Suggesting different tools simply because you don't like XCode is a religious argument.
  2. I have used stb_image in many cases where platform was an issue. It's size and portability are extremely effective.
  3. Quote:Original post by swiftcoder Though one might prefer the (somewhat snappier) "sally forth" - at the risk of being confused with a comic strip [smile] If there are ponies involved, how about "Giddyup"?
  4. It has been done before... so why not again? http://www.arcade-museum.com/game_detail.php?game_id=10301
  5. Comparatively, yes there are more 'how to write game code' tutorials written with Visual Studio in mind, but I think the more you look, the more you'll find it's better to become comfortable with your tools first. Once you have a handle on using whatever environment you've chosen, you'll see that there aren't really 'few and limited' options for OSX or Linux. Any of the languages you listed are well supported on all platforms, and all platforms have robust enough tools to get the job done. Personally I use Visual Studio on Windows, CodeBlocks on Ubuntu and of course XCode on OSX. The question you need to ask is what *kind* of game programming are you interested in? The common denominator for graphics between all three platforms is OpenGL, and for audio OpenAL. Perhaps a few tutorials on those subjects would be what you need, if you have some experience programming. NeHe is a great place to get started with OpenGL for one.
  6. Quote:Original post by Sophisto Do I need to use some kind of layering function which I can draw the background onto then re-write it back to the left of the window as it dissapears from the right so it treats the background as one object and not as n number of objects (i.e, quads, triangles, polygons, etc)? Most scrolling style games work by using tiles, which is exactly what you described as 'n number of objects.' They are however, usually treated as larger entity. To be able to have your background wrap (go from one side to the other) or to present the illusion of infinite length, you need to have a mechanism to draw from some arbitrary offset within the tile array (or however you choose to store them). For a better explanation than that you'd be better off asking more specific questions.
  7. It's possible that Crimsonland might not be as playable in isometric form, but I think what you need to do is detail just HOW much shooting you want compared to the RPG elements. Unless of course you're talking about this kind of RPG :)
  8. Quote:Original post by grofaz My pc can handle the install, I just don't want to install it. I've used MS stuff in the past and I know all about it, well enough about it anyway. :) I know I don't want it on my machine. It's not a MS political thing, it's a product thing. What product thing? Microsoft Visual C++ Express is free, stable and robust enough for most projects. How does that not meet your criteria? The only alternative offered up is CodeBlocks which is also free, but definitely not as stable as Visual C++ Express. Personally I use CodeBlocks with Ubuntu, but wouldn't choose it for Windows since there is a better tool for the job. So I'm really interested in what you 'know all about' Microsoft's present offerings. What is it that makes them inferior?
  9. It's spelled 'spelled' not spelt.
  10. OpenGL

    Quote:Original post by news2hear Thanks Schemdly. This exactly what I'm looking for. And yes, I plan to do my work using C++. Can you help me find a direct link to the CodeBlock binary? I can't seem to find a version that meet my specification: Ubuntu 6.06 LTS - the Dapper Drake. Thanks again =) The nightly builds have distro specific packages. Matter of fact I use it on Ubuntu 6.06 also. Click -> Nightly Build Forum
  11. OpenGL

    If you're using C++ and with OpenGL in mind... I'd highly recommend Code::Blocks. It works very well as an IDE, and it just so happens to come loaded with lots of OpenGL/GLFW/Ogre project wizards to get you started. Click -> Code::Blocks
  12. Okay.
  13. It *can*, but I think it will depend on how the gameplay evolves. Actually my inclination now is to make a few different game types instead of one dedicated format.
  14. Refactored a bit of the PSP demo code. Menus, the board, etc. Eat some more bandwidth with this video of an effect applied to the entire game board. Ripple