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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. Hi All.   After several years in development, we've finally at the stage where we'd like to open our game-authoring software to beta-users. Our software, GameCarver, is a tool for creating cross-platform 2D and 3D games in a visual way - but unlike other tools we have strong emphasis on team-collaboration and designer/artist centric workflow. We want to make game-making less like software engineering and more like the creative process it should be.   If your interested in taking part in the private beta-programme and want to be the first to get your hands on this brand new tech, please sign up at http://bit.ly/17Onv4o   More information available from our website at www.zoodazzle.com  - though the information is currently limited until release date later this year. Those participating in our testing programme will be provided with tutorials, examples and help-docs.   Thanks for your time. Ciaran. www.gamecarver.com    
  2. Hi and thanks for the comment. I'm very happy to hear that because I've spent a lot of effort on the 2d features and plan to pitch the app heavily in this area.
  3. Hi all, I'm in the last stages of finishing a game-development tool after many years of development and wonder if anyone would be kind enough to help me by taking a survey, especially if you use Unity3D. The link is [url="http://www.surveymonkey.com/s/XX8787D"]http://www.surveymonkey.com/s/XX8787D[/url] 10 questions in all so should be quick. Thanks for the help.
  4. That's great. Thanks a lot.
  5. Hi, I'm using the ScriptBuilder add-on class to capture my metadata like so: [code] [template] class Test { [editable] vector3 speed; } [/code] [size="2"]The problem is that I'm not getting back and metadata because fr script builder fails to recognise the property signatures. The line always fails: [size="2"][code] if( CompareVarDecl(decl->declaration.c_str(), objectType->GetPropertyDeclaration(i)) ) [/code] The GetPropertyDeclaration builds the declaration using a reference and so the comparison fails. This example is almost exactly as given in the example, so I must be doing something wrong. Btw, value types work fine, it's just objects that fail. Any ideas? [/size][/size]
  6. [quote name='WitchLord' timestamp='1285659926' post='4712181'] This is information that is useful for debugging as well. At least to determine the scope of the local variables. I'll likely add this information, but maybe not for version 2.20.0. [/quote] Hi, just wondering if this scoping information made it into any of the recent releases. I can't find any information in the interfaces that might look likely. There are several threads in the forum related to intellisense for IDEs etc. and until the fast parsing is exposed (as mentioned in this [url="http://www.gamedev.net/topic/594639-symbols-table-andor-syntax-tree/page__p__4768962__hl__intellisense__fromsearch__1#entry4768962"]thread[/url]), knowing the scope of functions, classes and functions might be enough for a short term solution. For instance, I can build a list of all the functions, classes and variables in a script, but I've no idea of their scope. Just a suggestion. Thanks.
  7. hi Andreas, I'm sure it would be helpful to others writing IDEs if this information was available, but if it's too big a job to change in the compiler then alternatively the information could be calculated from by looking for matching braces for example. It seems to be calculating what could be already available though... Of course I don't expect you to change it just on my request, but if you think others would find it helpful then great! :) Thanks, Ciaran
  8. That worked perfectly with no context needed! Thanks. But am I correct in thinking that I'll still need to create the context to find the line-number information? (I'll need this for calculating function/class definitions for calculating variable scope)
  9. That's great news, thanks. I'll try it out as soon as I get a chance. Ciaran.
  10. Hi. I appreciate the reply, thanks. I had tried your suggestion already, but messed around again and managed to get local variables from global functions working okay, but I still have problems with classes. The following code excerpt is what I use to iterate through classes: /* Find classes declarations */ for(int i=0; i < module->GetObjectTypeCount(); i++) { asIObjectType* obj = module->GetObjectTypeByIndex(i); cout << "Class: " << obj->GetName() << endl; /* Loop for each method... */ for(int b=0; b<obj->GetMethodCount(); b++) { asIScriptFunction* method = obj->GetMethodDescriptorByIndex(b); cout << "\t" << method->GetDeclaration() << endl; /* Loop for each local variable... */ r = context->Prepare(method->GetId()); for( int n = 0; n < context->GetVarCount(); n++ ) { cout << "Local: " << context->GetVarName(n) << endl; } context->Unprepare(); } } The problem is that GetVarCount always returns zero for a method. Am I doing something wrong here?
  11. Okay then, any idea how (or if it's even possible) to get the parse tree?
  12. Hi, I’m trying to build an intellisense solution for my editor and so I need to build up a table of declared classes and variables etc. Using the normal GetxxxCount()/GetxxxID methods I can build up most of these values with the exception of local variables. How can find the local variables declared in a class method or global function? Any help is very appreciated and finally: great scripting engine – thanks! [Edited by - Carrot on September 22, 2010 1:48:48 PM]
  13. Quote:Original post by SiCrane Did you try asIScriptObject::GetPropertyPointer()? Thanks for the hint. I think that function is deprecated now though, and I believe the recommended method is now GetAddressOfProperty. I'll try that route out. Cheers.
  14. so I have it mostly working to registered types and basic value types, but not fully for script classes. I now have something like this to iterate through a class property set: asIObjectType* t = context->GetEngine()->GetObjectTypeById(typeId); if(t->GetFlags() & asOBJ_SCRIPT_OBJECT) { cout << "[Class] " << type << endl; int numProperties = t->GetPropertyCount(); for(int i=0;i<numProperties; i++) { string propName = t->GetPropertyName(i); } } I can print the class properties okay, but any ideas on how to get the property values? I imagine I use GetAddressOfVar or something similar, but for class types. Thanks again, Ciaran
  15. Thanks everyone for the help. I'll post the snippet of code here when I get it working.