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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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About Caroline_M

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  1. I had heard of CodeBlocks but didn't realise it was an IDE. It was perfect - so simple! I was able to do exactly what I wanted, just create an empty project, add my files to it, build it and then check in the project files. It annoys me that these full featured IDE's like KDevelop and Eclipse make the simple tasks so complex. Thanks :-) Caroline M
  2. Hi, I'm starting a new project that I would like to be windows & linux compatible. My main development is done under Windows with Visual Studio 2005 but I have kept all the build files away from the code files. I store everything under subversion. I run fedora in a virtual PC and that can access the subversion repository to check out the files. The trouble I am having is knowing how to build. First I tried KDevelop but I couldn't even find a way of creating an empty project in that! I have also tried Eclipse and I managed to create an empty project and then add something called a link folder which points at my source directory. So far so good but it wont build - it simply does nothing. Does anyone know of a linux IDE that will simply allow me to create a project, point it at a bunch of existing files, and have it setup the make file automatically using the files found there? Many thanks, Caroline M.
  3. Thanks for all the replies, really helpful! Another question on the build tools - if I went with the easy option to start with (!), would I then be able to learn the more powerful tools in the background and move over at some later point or would that be too difficult to do? I'd like to be able to get a simple system (hello world?) up and running as quickly as possible just to test the system and then grow from there. I dont mind learning something new as long as I can integrate that knowledge as I go along. What I dont want is to have to spend 3 months learning make before I can build a simple program! Any thoughts? Thanks again, Caroline M
  4. Hi all! My experience so far with games development (or any development for that matter) has been Windows-only. For my next project, I'm writing a networked game and it's one that that I'd actually like to get hosted which means that at least the server needs to run on Unix / Linux. I have searched high and low on Google and I can find lots and lots of articles about cross platform development but they all seem to be focusing on the code, and not the setup. I'll be using SDL for graphics and sound, the new boost::asio library (only just been accepted) for networking, boost::filesystem and various other bits and bobs. These libraries, are not the problem - I don't know how to set things up and get started! The last project I did had a server, a client and an editor. Server and client were both C++ and the editor was C#. This next project will be similar but I'll also have projects for tests. In the last project I just used Visual Studio. I had a project for each application and they were all loaded into a solution. As I built the software I just added files to my respective projects and building was a matter of just pressing F7! So, I have dug out an old PC, installed Fedora Core 5 on it, and have the Gnome and KDE desktops available. I've seen that KDE even comes with a shiny copy of KDevelop which looks quite yummy. Currently I have subversion installed on my Windows box which I access locally. I want to develop from a single code base but be able to build and test under both environments. So, I assume that I need to setup a pserver thingy for subversion so I can access it on both machines but what I am really confused about, is how to I setup and arrange the actual code in my projects so that I can build them under two completely different environments? Do I put all the source code in one place, and then have separate directories for the os-specific project files? So, have a visual studio directory which contains the project and solution files, and a linux directory which has the make (?) files? And on the subject of make, tell me I don't need to write make files, please! Under Visual Studio, I just add new files to the projects, and press a button to build. Can KDevelop do something similar? I had to use make files at Uni and I'm sure I aged 10 years! :-) Any help much appreciated, Caroline M.
  5. Hi All, Apologies if this is a little off-topic but I couldn't see a more appropriate forum. I want to develop a simple online game for the windows platform and I'm looking for a host but I'm really struggling. I found a load of Linux-based MUD hosts and I could probably convince one of those to host my game as its not completly text-based but not far off. However, I have no intention of developing under Linux. On the windows side of things, all I could turn up was hosting for commercial games like Counterstrike etc. Any idea where I could find a windows-based hosting service that is not exclusively for text-based games? Many thanks, Caroline M.
  6. Hi there, Thanks for the reply. I have found a way around it though. I use the SDL_gfx library elsewhere in my project and that library has a function that allows me to do what I want and it works :) Caroline M.
  7. Hi there, I want to create a highlight effect and I was planning to do it by calling SDL_FillRect with a colour and add in alpha information but this doesn't seem to be working - it's filling my rectangle with solid colour. I had a look at SDL_SetAlpha and if my understanding is correct that seems to be setting up a surface to be used as the source of alpha blending. As I am just filling a rectangle as opposed to blitting from one surface to another, is there a way to add some transparency in there? Thanks, Caroline M.
  8. There's a program called Reiner's Tileset Maker which has been created for this very purpose: http://reinerstileset.4players.de/englisch.htm Caroline M.
  9. Ahh thanks for the info. I managed to dig deeper into the MakeTransparent function and it uses the bottom-left pixel as the transparent one. Upon examing the results I am getting that would indeed seem to be the case. Heh, and I thought there was some weird magic going on behind the scenes! Thanks, Caroline M.
  10. I disagree with most of the posters above. When you learn a language you are not just learning the syntax but the programming paradigm that goes with it. The most common language for games development is C++ so dive straight in and learn that. If you learnn basic, Pascal, C or anything else first you're going to have to unlearn techniques tht won't apply to C++. Also, C++ is highly documented on the web. Check these out: http://www.relisoft.com/book/index.htm http://www.mindview.net/Books/TICPP/ThinkingInCPP2e.html http://www.steveheller.com/whos/ http://www.icce.rug.nl/documents/cplusplus/ http://www.steveheller.com/opt/ http://www.steveheller.com/whos/ Good luck, Caroline M.
  11. I'm a CS student in my final year. For my project I'm writing a tool to create 2D multiplayer (not necessary *massively* - cant test it!) online games, along with an engine to run the game. It's not a huge project as the graphics are 2D, I'm using freeware artwork, I'm using a freeware networking library and the functionality is very simple so don't be put off! For my client and server, which I guess is what you're interested in, it's all C++ and all my client side rendering is done in SDL. As it's just a 2D tile engine I really don't need any more than that. And in case you're interested, I learnt about the networking side of things from the book "MUD game programming" by Ron Penton and I'm using the networking library from that book. Good luck! Caroline M
  12. I'm writing a simple RPG Maker. I have a tool to edit the map etc which is written in C# using Windows Forms and the client application that run the resulting game is in C++ using SDL. I downloaded a bunch of graphics from Reiners Tilesets to use to make a sample map and at first I thought I was going to have to implement something to allow me to set the transparent colour of each tile individually as most of his sets use a slightly different colour. In the C# application, I'm using the MakeTransparent() method of the Drawing.Bitmap class and that method has a default version that doesn't take a colour. I tried it out and suddenly 95% of all the images were perfectly displayed with transparency working correctly. So how does the function know which colour in the image is the transparent one? Is there something coded into the image data? I'd like to use this feature because it means that I don't have to worry about transparency but there are few files that are still showing with their background colour despite being from the same set from which most are fine. In the client I use SDL_SetColorKey on my images but that doesn't seem to have any default version which means I need to specify the colour. Am I missing something here? I really don't understand where this transparency information is coming from and how I can put it to use. Thanks, Caroline M.
  13. Um to answer my own question I think I was panicking over nothing. I plan to use SDL and I can just use SDL_SaveBMP() to save the current surface to a bitmap on each frame so that should satisfy the requirements :) Caroline M.
  14. Hi there, For a uni assignment I need to write a texture mapper which will map a simple texture to a polygon. I've found plenty of info on that on the web and in various books. The tricky part (well it sounds tricky to me!) is that for the assignment we are required to save each frame of the running program to a raster file and then use a tool to compile those raster files into a movie. So my question is that if I'm writing software to do my texture mapping to the screen, how on each do I save each frame to a raster file? Here is exactly what my lecturer said on the topic: "Rendering to screen is just a de-bugging technique. You should be prepared to write graphics for a display device that is more competent than your PC monitor. For example, you might prepare graphics for an Omnimax Cinema or an immersive VR system. Regardless of how you view the graphics while developing a movie, save each frame of the graphics to screen as a raster file. Use a software tool to convert the rasters to Mpeg 2, then use tools to edit and add titles and sound track." Oh, and if there is a more appropriate forum for this post, please point it out. Many thanks, Caroline M.
  15. Thanks for the replies. I think I'll go with Java as I agree it will hopefully be fairly easy to pick up and I found some newer books on Java game programming. So are there any free Java IDE's out there (for the Windows platform) like the Bloodshed C++ compiler? Caroline M.