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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. Just to prevent more confusion in the future... Quote:Original post by silverphyre673 Compilation is basically syntax checking (among other things). Linking is where the program connects the header files (.h or .hpp files where functions and classes are defined) with definition files (.c or .cpp files where functions and classes are implemented). Compilation is transforming the source code to another language (in C++'s case it's usually C++ -> assembly). This, of course, includes syntax checking. Your explanation of linking, however, is wrong. Inclusion of header files actually takes place before compilation, at the preprocessing phase. After preprocessing the source files are compiled into object files. The linker then combines these object files and other libraries to produce executables (or libraries or whatever).
  2. class A {}; class B : public A {}; A* p1 = new B; B* p2 = dynamic_cast<B*> (p1); ?
  3. Ehm.. wanting to write an OS? Well... this is a nice place to start (the Programming section)... However, be prepared to spend many years of developing and learning before you have anything usable... I'd suggest you go with some existing OS if you aren't extremely interested in very low-level tinkering. It's not so easy, you know :)
  4. Quote:Original post by The C modest god This code will compile. Actually it won't, because you're using a reserved word (do) as a function name and you forgot a semicolon ;) Quote:However, why it is impossible to put these two classes in two different .h files? It isn't. I tried and it worked: // classa.h: class B; class A { public: void dostuff (B& b) {} }; // classb.h: class A; // You didn't have this, and it isn't // required, if classa.h is included first class B { public: void dostuff (A& a) {} }; // main.cc: #include "classa.h" #include "classb.h" int main () { A a; B b; a.dostuff (b); b.dostuff (a); } EDIT: Too late... :P
  5. Using caps is considered YELLING! Don't do that. People will get annoyed. It's probably possible to make a basketball game with 3D GameStudio. But it's also probably going to be very hard. While you don't have to code the engine you'll still have to write the game logics in a scripting language. With game logics I mean stuff like how the players respond to keyboard/mouse/gamepad/etc commands, the AI of the players, physics... You'll also have to do some modeling work. So, as suggested so many times on this board already, start with something small and gradually make bigger and bigger games. You cannot write a doctoral dissertation in math after just having learned how to add numbers.
  6. Quote:Original post by beethoven543 There is c++ vc++ c# and all of that stuff with all of those codes C++ and C# are programming languages. VC++ (Visual C++) is a Micro$oft program you can use to write and compile C++ programs. Quote: I downloaded this thing called gamemaker at http://gamemaker.nl ... And I have tried to add codes and make the little things move arounf can someone help me out? You have to be more specific. What codes are you talking about? And what are those little things, where are they, etc etc...? Have you read the documentation and tutorials? Also, you should use some more punctuation to make your posts easier to read and understand. This is especially true in a place like this where a great part of the readers are not native English speakers.