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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. Thanks for the help, that should be all I need!
  2. What's involved in creating an editor's interface in VB .NET but allowing it to read/write and edit map files for my C++ games. I figured I would have to write a C++ DLL, and let my VB .NET project link to that DLL? Ideally the editor would be an MDI, so would it be possible to create a C++/Win32 Window Class inside my DLL and get VB to create an instance of that window as a child? Are there any decent tutorials on this subject, I can only seem to find ones concerning either C# or Managed C++ with VB .NET!
  3. I don't mean to hijack this thread but seeing as your writing a vector class I was just wondering if it's worth (given the development of a 3d game) to write two seperate vector classes a 2d one and a 3d one?
  4. I started with "C++ in 21 days" which was great if you never put it down and keep on working at the examples and expanding them. I then bought "C++ the complete reference" which I don't think it's necessary to read from cover to cover but it's a great tool to have close by. For 3d game engine development you need a strong maths background, at the time I was still doing GCSE level mathematics so I bought "3d Math Primer for Graphics and Game Development". You need to have a good knowledge of Calculus, Geometry and so forth to do any good in 3d game development. As for extras, I enjoyed reding "C++ for game programmers" and "OpenGL for game programming". To be honest though, as a new comer to programming I wouldn't advise trying to develop a 3d engine, start with 2d it simplifies the process and allows you to focus more on structured well written code. In general to develop an engine you'll need to be familiar with a programming language (usually C or C++), and at least 1 graphics API (such as OpenGL or DirectX). EDIT: Also, forget trying to develop Commercial Quality, not only will something along the lines of Torque take a long time develop it will also take a large number of people with a wide range of skills just to get the job done. Start small...it's still fun! One day you may be able to develop that 3d game engine you've always dreamed of. - Adam
  5. Are game developers and other 3d application developers (such as simulation) still willing to splash out money for a terrain engines? Or has it reached a point where such a thing will either come as part of a complete engine they've already bought a license to, or simply that terrain engines in most cases are a trivial thing to develop in-house and therefore save money. - Adam
  6. P.S. I love how you threw in "( a generic type using templates btw )". Congratulations. Would you like a cookie? -------------------------------- Is that supposed to be sarcasm? I really can't tell when your saying it on a message board. Anyway, the reason I wish to impose this limit is for the sake of file sizes in my project. The program using this class will be writing arrays to file and I wish to be able to hold a file size limit, so this is obviously one way of doing it. Further help on how I can achieve this limit would be helpfull as the AP obviously wasn't.
  7. In my array class ( a generic type using templates btw ) I specify a constructor that takes a 32-bit integer variable to be the number of cells in the array. However in my constructor I want to determine whether or not the requested cell value exceeds 65,535 if it does, dont create the array. Heres the constructor // Constructor CArray( int iSize ) { // Check for valid size limit if( iSize > 65535 ) { // Write Error Message, eventually return; } else { m_pArray = new DType[ iSize ]; // Create the Array m_iSize = iSize; // Set Array Size } return; } Obviously by stating return in the constructor I'm not achieving anything (dont really know if I should actually do that either but, meh!). At first I thought saying delete this; would be the answer but no, it doesn't work. How can I avoid my array class creating the array if the number of cells is greater than I ever want it to be? - Adam
  8. Thanks for all the replies, it would seem as though some people are unsure as to the exact effect im trying to achieve. Think: sound effects during Matrix Bullet time. Game examples might include Facewound!
  9. I find this "oh wait it's been done" comment rather negative. I mean lets be honest, would any commercial games ever be made if developers stopped because they realised it's been done. There is very little imagination left in game development, and sure it is a bad thing, but that doesn't stop you from giving positive ideas to boost an already tried idea.
  10. I'm using SDL at the moment, with OpenGL. I want to be able to go slow motion during the game, easy enough to do the graphical side but I think it would be neat to slow the music and the sound effects down at the same time. Will something like SDL_mixer or OpenAL allow me to do this? What about FMOD? Thanks
  11. Starting last thursday I began developing a small game ( Using C++, SDL and OpenGL 1.1). The game is very much in the style of Squares 2, as seen here: http://www.ebaumsworld.com/squares.html However, I don't want to rip a game design, so I was wondering how I could make such a game more interesting, and certainly more fun. I myself have a very limited imagination, if I was creative I wouldn't be looking around on the internet for game ideas to stea- borrow! So what do you guys think? How could this be more fun?
  12. Thanks Evil Steve! Got it in one! While my window class, CWindow *m_pGameWnd, was fine as a member variable in CGameApp, i forgot to place m_pGameWnd = new CWindow in my GameApp's constructor. Sorted and it works, now I can get started with the real challenge. Cheers!
  13. I'm using SDL with C++, in an OOP framework for my game, and I have hit a snag in my: CreateWnd() function. Take a look at this: // Check for fullscreen required if( bFullscreen == true ) { // If it's wanted, set as SDL style m_iFlags = SDL_ANYFORMAT | SDL_FULLSCREEN | SDL_OPENGL; } else { // If it wasn't required, do not allow as style m_iFlags = SDL_ANYFORMAT | SDL_OPENGL; } // Create the Window itself m_pWnd = SDL_SetVideoMode( iWinWidth, iWinHeight, iBpp, m_iFlags ); Now for some reason my compiler (VS .net 2003) is throwing the following during runtime! Initial compiling doesn't pick up on this error: -------------- Unhandled exception at 0x004115bb in Comflex.exe: 0xC0000005: Access violation writing location 0xbaadf015. -------------- The line being picked up on is: m_iFlags = SDL_ANYFORMAT | SDL_OPENGL; and when I pass bFullscreen = true, it's m_iFlags = SDL_ANYFORMAT | SDL_FULLSCREEN | SDL_OPENGL; So I would have thought this would have something to do with my variables scope, after all they are in a class: CWindow() and are protected. This shouldn't be a problem though given that CreateWnd() is a public member function of CWindow() surely it would just be classed as an accessor. Why should I be getting errors just for using my protected member variables in this way?
  14. I ran it on my low end machine: P4 2.4ghz GeForce FX5200 128mb 256mb RAM I did notice some slow down when I was able to view the higher terrain such as 2nd level and 3rd level, but when the base level tiles were all that could be seen, for example at the bottom of the map it ran okay!
  15. hehe, now you think of it, it probably isnt to difficult. I'll give it ago, thanks for that, sometimes I can never think of a solution to the easiest of problems. :)