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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. Also, keep an eye on unitialized variables. Debug mode will initialize variables that have not been explicitly initialized. Try compiling with the /RTCu flag set. See here: [url="http://msdn.microsoft.com/en-us/library/8wtf2dfz%28v=vs.100%29.aspx"]http://msdn.microsof...(v=vs.100).aspx[/url] for more information.
  2. This post was for a legitimate reason as this was for tracking money for our drug task force. The police department is 4 floors below me so I don't think I have to worry about that. I can assure you; the police are not tech savy and would be of no help. I found the answer and appreciate the invaluable feedback.
  3. Found the answer.
  4. [img]http://4.bp.blogspot.com/-wacMl1rl7tY/UC5CHob7nkI/AAAAAAAAASo/tz3-ia5oxPc/s400/Toystory-Kaj_ErlingFacebook120817.jpg[/img] NaturalNines, thank you for asking. At least you inquire about it. I wish more people would see this thread as many great points were raised.
  5. [quote name='superman3275' timestamp='1349064095' post='4985635'] •Books about writing cleaner code. [/quote] Take a look at this one: [url="http://www.amazon.com/Clean-Code-Handbook-Software-Craftsmanship/dp/0132350882/ref=cm_cr_pr_sims_t"]http://www.amazon.co...cm_cr_pr_sims_t[/url] [EDIT] I found the book free online and want to assume this is a legit site? (I just Googled the book name and it was the second link). If not I am deeply sorry and appologize. You should buy the book either way as it's a great read. [url="http://www.e-reading.org.ua/bookreader.php/134601/Clean_Code_-_A_Handbook_of_Agile_Software_Craftsmanship.pdf"]http://www.e-reading.org.ua/bookreader.php/134601/Clean_Code_-_A_Handbook_of_Agile_Software_Craftsmanship.pdf[/url]
  6. [quote name='Shaquil' timestamp='1347991178' post='4981316'] Today I was talking with a few professors at my university about doing some work on a couple new servers they've got set up. They asked me about my background in coding, and I mentioned that I'd written a couple games over the summer with C++/Allegro, and that I used Visual Studio 2010 as my IDE. One of the professors told me that he preferred Dev-C++, which I found quite odd considering Dev-C++ at least seems very bare-bones (I wouldn't know, I've only written a couple [i]very simple [/i]projects in it). Anyway, I told him I thought he'd find VS2010 to be nice because the debugger is great for catching unhandled exceptions/null pointers, and he told me that debuggers are for lazy people. Now something tells me he's out of his mind, but I'm no expert, so I can't be sure. Do you think using a debugger is lazy? I don't mean overusing it, or relying on it too much. Just the simple act of using it at all. I think a debugger is a great tool and it's a good idea to use one. What do you think? [/quote] Tell him to use VI then...
  7. Google: Texture Mipmap Quadtree You may find this to be a good read: [url="http://www.realityprime.com/articles/how-google-earth-really-works"]http://www.realityprime.com/articles/how-google-earth-really-works[/url]
  8. Oh boy...
  9. Why don't you put yourself out there and see what happens? I wouldn't fully commit to it until you have something reliable thought because if things don't pan out then oh well. The only problem with that is conflict of interest. This is a little off topic of what you were initially asking, but I just want to point this out because it's something I didn't think about when I first start contract work. But... One thing I have learned, and it's my own fault, is get everything in writting. I have been burnt by this once and I will never do it again. Even though we had a meeting prior to me working and everything was written on the quote it wasn't detailed enough to stand up. Make sure it specifically states the monetary value and what is expected. For isntance, say something like the following: The project XYZ will be completed with the discussed expectations x and y for $xxx,xxx. Anything beyond these services will be billed at an hourly rate of $xxx.xx. Also, make sure you define what the expectation are too (which is where I messed up) and make sure they agree to them and sign off on them. If it's a large project make sure you setup milestones and when you reach those milestones you send a bill. This way you're getting paid while you are working on it. The company I did work for was never satisifed and wanted things changed multiple times and it never ended. They initiallly "think they know" what they want, but they never do and will want to change things. I worked on the program for over 2 years and at the end I gave up the source code for $50,000 less than what was agreed to just to be done with it... Don't make that mistake.
  10. I have never seen a better community than what I have seen on this site. It has always been top notch. I became a GDNet+ member to help support the site; not for anything else. I do a little game programming for the fun of it and that's about it. If I was a professional game developer I would write in the journal and take advantage of the features a little more, but I'm not and I don't. It's the only site I try to visit every day. So thank you for a great site and everything you do. With that being said, I can't believe everything I am reading here. Sure it's a little aggrevating to see the site down at times, but it's not like it's a stock exchange website were we lose money if it's down. If this site is that critical in your life then maybe you, yourself, needs an evaluation. We are also dealing with a community and not a fortune 500 company. What have you done to help? Maybe I'm just used to the way things used to be almost a decade ago; it was about coming to this site to mingle, get help, and provide help. 201X has become the ages where everyone is spoiled and wants everything now and their way.
  11. [quote] [b]Warning: [/b]Microsoft DirectDraw has been deprecated. Deprecated components of Microsoft DirectX 9.0 for Managed Code are considered obsolete. While these components are still supported in this release of DirectX 9.0 for Managed Code, they may be removed in the future. When writing new applications, you should avoid using these deprecated components. When modifying existing applications, you are strongly encouraged to remove any dependency on these components. DirectDraw enables you to directly manipulate display memory, the hardware blitter, hardware overlay support, and flipping surface support. The following tables list the members exposed by the Microsoft.DirectX.DirectDraw namespace. [/quote] [url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb318765%28v=vs.85%29.aspx"]http://msdn.microsof...v=vs.85%29.aspx[/url] DirectDraw has been deprecated for a while and there is no reason to use it unless you have a legacy product you are supporting. From the sounds of it this isn't the case. You should consider Direct2D or even Direct3D. Take a look at SlimDX as it supports both of these. [url="http://slimdx.org/"]http://slimdx.org/[/url] [EDIT] Should also include this as well: [quote] As of DirectX version 8.0, DirectDraw was merged into a new package called [b]DirectX Graphics[/b], which is really just Direct3D with a few DirectDraw API additions. DirectDraw can still be used by programmers, but they must use older DirectX interfaces (DirectX 7 and below). As of the release of the June 2010 DirectX SDK package, the DirectDraw [url="http://en.wikipedia.org/wiki/Header_file"]header file[/url] and [url="http://en.wikipedia.org/wiki/Library_%28computing%29"]library[/url] are no longed included. DirectDraw has been deprecated since version 7 but is still included with DirectX, although updates are no longer made. Developers have been instructed to use textured quads in Direct3D for 2D graphics. [url="http://en.wikipedia.org/wiki/Managed_DirectX"]Managed DirectX[/url] includes a managed wrapper for DirectDraw. DirectDraw is now replaced by [url="http://en.wikipedia.org/wiki/Direct2D"]Direct2D[/url]. [/quote] [url="http://en.wikipedia.org/wiki/DirectDraw"]http://en.wikipedia.org/wiki/DirectDraw[/url]
  12. I just noticed the "GameDev.net Forums RSS" RSS feed at the top. This is great and I think I will be using this as it will be a good alternative to the recent content that was on the home page. Great job with the site everyone. Keep up the great work. On a side note, the edit button does not show up on a post unless you refresh the page. Not a huge deal, but I wasn't sure why I couldn't see it at first.
  13. Perhaps it was a bit blunt, but it was the truth and it was meant to help you. We all want to be the best at what we do, but we all also have to crawl before we can walk. [list][*]I would start out learning a specific language at first. If C++ is too hard at first then try something simpler like C#. Learn that language well and then a little more.[*]After that start learning about games and the theories/technology behind them.[*]If you want DirectX as your SDK (for example) then focus on literature/tutorials that pertains to DirectX so you can follow along easier[*]--You may also want to look at XNA if you try C#. XNA can be used to create games on Windows (not Windows 8), XBOX, and Windows Phone.[*] Study, study, study.[/list] Regardless if you are doing it as a hobby or career just remember to sit back, relax, and have fun.
  14. Hello Flump - There are a few things that caught my eye. This my opinion and I am only saying this to try and help you. How are you creating "How 2 Do Programming" videos when you are asking for code to learn from? You should learn to create your own and do a series about how you did it, what challenges you had to overcome, etc. Even the first tutorial was very bad. It left me with more questions then answers. Why a blank project? What are the other project types related to allegro and what benefits do they provide? Why do I want to delete the header file? What was it for? Why do I want to use "" instead of <> for including the header file? What does this tell the preprocessor? preprocessor... What? Why are you including that specific header? What was the main for and why did I need it? What... etc. I think you get the point. I'm not trying to be harsh, but someone may pick up very bad habits that would hurt them more than help them. I appreciate what you are trying to do, but write a pong game on your own. Trust me... It will help you more than anyone else. [EDIT] Wow I'm slow at typing today.
  15. Does not matter and here is why... Employers rarely [i]fully [/i]read your resume. So it does not matter if it's 1 page or 4 pages. The important thing about a resume, and what others have been trying to say, is the quality of the content. Keep job relevant material towards the beginning of every job entry. They are going to skim them and only read the beginning of each. Attached is a sample of a resume I sent out a few weeks ago when a specific person requested it. Notice I am currently a lead project administrator, but the resume (and job) is for a software engineer? I designed it around this and showed progression. It's not the best, but it will hopefully give you a few ideas. It must not be too bad either because I go Wednesday to negotiate. Best if luck