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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 pi_equals_3

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  1. Quote:Original post by Dhadson By 2049, Robots will rule New Zealand. This already happened, 8 years ago.
  2. SDL_Surface *Image::load_image(string filename) { //image to be loaded SDL_Surface* loadedImage = NULL; //optimized image SDL_Surface* optimizedImage = NULL; //load the image loadedImage = IMG_Load(filename.c_str()); //if the image loaded if(loadedImage != NULL) { //create optimized image optimizedImage = SDL_DisplayFormat(loadedImage); //free the old image SDL_FreeSurface(loadedImage); } //return the optimized image return optimizedImage; } You're missing "Image::" before your load_image definition. That's why you got the undefined reference errors.
  3. And a few more... Brute strength over the hump Creepy alien looking wheel A solution attempt that turned into a completely different solution I could never have produced on purpose
  4. Such a simple solution but I love it because of the completely unintentional hop on one wheel to the finish! http://FantasticContraption.com/?designId=2316204
  5. Sorry, I don't have any useful references for you, but it sounds like you're looking for 2D Skeletal Animation. Whether it's too much work for you depends on the requirements of your game. Try googling for tutorials/libraries.
  6. Quote:Original post by ThomasJacobs Struct are for data structures, while Class has methods / properties. Do not use a Struct. instead use a Class - although I believe that Class and Structs are really the same with the exception that everything defaults to public in a Struct where as everything defaults to Private in a Class. Actually, in C#, there is a significant difference. http://msdn.microsoft.com/en-us/library/aa288471(VS.71).aspx
  7. Quote:Original post by zedz from the first amazon review Quote:Second, the game was dumbed down to oblivion. Evolution doesn't even matter anymore. You can add as many legs to a creature as you want, but it won't be any faster than a one legged creature with higher leg stats. "Creating" your creatures is pointless (cosmetic only, because everything is based on stats) is this true? Sadly, yes. I haven't experimented thoroughly, but it seems like shape and position of body parts has no effect on the survival of the species. When you unlock a new body part (usually by clicking a glowing object and "finding" it) it becomes available in the creature creator. Each part has associated stats and enables attacks or social abilities. It's largely (probably 100% but I haven't tried to too hard to prove this to myself) the stats that dictate the outcome of social interactions and battles. In my opinion, the early stages of the game are a powerful and intuitive model creator and a shallow (but at least not broken) button mashing / exploration game. These are two completely disjoint things. If there was a more significant relationship between the creature creator and the way the first stages of the game are played (besides the +X speed rating on the legs you found under a log), they'd have something really special. I'm not writing the game off as bad at this point. I still haven't played in the space stage and I've heard that's where all the great parts of the game are, so I'll withhold my final judgment until then.
  8. What's with all the pointless posts from the past? Some new form of trolling? I don't get it.
  9. Quote:Original post by rip-off Alternatively, you can use the arrow operator with iterators: iter->someFunction(); Why the heck did I not mention that? I'm getting rusty... Thanks for the kick in the memory! :)
  10. First of all, you're declaring a vector of mortals, when the class you defined is called Mortal (capitalized). If this is pseudocode, then ignore that. I don't know what errors you're getting with that code segment (besides the possible capitalization issue), but you should clarify the iterator dereferences like so. (*iter).someFunction(); Now the compiler knows to dereference the iterator then call a function, not call a function of the iterator then dereference it.
  11. You're on the right track. You were right to remove the extern keywords. Those are only needed when declaring a global variable which is defined elsewhere. In your case, you're declaring members of a class so extern is not needed. Your error is a linker error telling you main can't be found. Look carefully at your Main function! Another pointer. Your header file should include <string> inside the include guards, not outside. It's not causing you errors but it's still good practice.
  12. Quote:Original post by cowsarenotevil My laptop's touchpad has one of those fake scroll wheels where you brush the right side of it to scroll. I can understand why a browser might not work properly with that, but the fact that I can scroll down but not up seems completely horrible to me. If scrolling down and scrolling up are so far removed from each other that only one works, I suspect the code is probably pretty weird. After I read your post I thought I should try it out on my laptop, and the same thing happens with my touch pad scroll. Other than that, it's definitely fast. I don't mind the look of the browser, even with an amputated title bar, but I have noticed that the narrower area at the top of the window in its place has caused me to "miss" when I try to drag the window, grabbing one of the tabs on occasion. I could get used to it, but I think I'd rather see a standard title bar.
  13. Quote:Original post by daredeval756 Thanks. Does the XNA come with a burning app to properly burn XBOX games....or will that be another adventure? No need to burn. You can either directly transfer a game to your Xbox, or use the new community games feature which allows peer reviewed games to be nominated for Xbox Live Arcade distribution. Check it out here.
  14. That looks about right to me. Only a couple of things come to mind. Does Irrlicht expect rotations in degrees or radians? I'm not sure if passing degrees in place of radians would cause the problem you're describing but I thought I'd ask. Where and how is m_h set? If the movement is only a little bit off, this value might just be a little off. If you're measuring this from a model in an editor, make sure you measure from equivalent points on each "level" of the screw. For example, from the top of one level to the top of the next level, not top to bottom.
  15. Quote:Original post by MJP Looks like you found the general documentation, I'll mention a few important points: ... Magnificent list of points!