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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 BenB

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  1. I have this stupid problem which I can't figure out, regarding the inclusion of headers files... I'm starting a medium sized project with multiple cpp and header files. I have one "sys.h" header file that includes all of the headers I need. #include "input.h" #include "game.h" #include "misc.h" #include "interface.h" #include "video.h" #include "display.h" #include <windows.h> #include <windowsx.h> etc' (partial list). On the game header file, I have declared a game data struct. game.h typedef struct { *some data variables...* } gam_data_t; later on, in the display header file, I've tried using this struct. display.h include "sys.h" void Display(gam_data_t gam_data); However, for some reason this doesn't seem to work. I get an error: "display.h : error C2065: 'gam_data_t' : undeclared identifier" I'm confused, I'm not sure of the source of this problem, as doing the exact same thing has already worked on different files. Also, if I cut & paste the exact declaration of gam_data_t to a different header file, the compilation returns no error! So I guess it has something to do with the order of the compilation or the include calls, but I'm not sure how to fix that... Thanks for any input!
  2. Hi, thanks for the help, however I didn't make myself clear at all. Actually, what I want is the address to "this". I've tried to do something like this. cWindow *windowInFocus; someprogramfunction() { newWindow = cWindow(); } cWindow::cWindow() { setFocus(this); } cWindow::setFocus(cWindow window) { windowInFocus = window; } So that I could then use the pointer windowInFocus like this, for example windowInFocus->posX = 40; and it would change the original posX of newWindow. However, by using windowInFocus I'm not changing the actual newWindow that I want to change. That's because I have passed a pointer of the newWindow to setFocus, and not its address. So I thought the solution should be changing the line to setFocus(&this); However that returns an error of: error C2102: '&' requires l-value How can I come around this? Thanks very much!
  3. I have written some kind of an interface "window" class. ** Never mind, please read my reply for my question ** I'm writing this from a cell, sorry if it is not written too good or if this is searchable... Thanks [Edited by - BenB on April 21, 2008 8:33:56 AM]