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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 thedevdan

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  1. Thanks a lot, that was the problem!
  2. I have just started on my first day of Photoshop's 30 day trial. So far it has been fantastic, but I ran into a show-stopping selection problem. Photoshop is treating pixels as if they are selected when they clearly aren't. I have zoomed in 800%, and sure enough, the pixels are not selected. However, when I copy the selection, those pixels come with the copy (I have one layer). The stray pixels are scattered around the real selection, but, again, are not selected. To prove that they PS thinks they are selected, I used the 'subtract selection' option in the general area of some of the pixels (where nothing is selected). When I copy, the pixels in that area now not copied. Does you know why? If no one has encountered this problem, I can upload screenshots of what I mean to prove that I'm not crazy, but that will have to be tommorow because I'm on 56k right now.
  3. So, events are a public wrapper for delegates?
  4. 1. What added functionality do events provide over delegates? Delegates can already be chained without events. 2. The new delegate notation: Delagate name = method-name... is this the new standard? Thanks for your time.
  5. I think you're right: It isn't as fun to negotiate halfway with a bad guy as it to shoot him in the face.
  6. Care to tell us what it is?
  7. I also thought of Smash Brothers, by the way. I think Nintendo made it because so many people wanted to see who would win of their characters.
  8. That's funny: Shigeru Miyamoto was a programmer who got in the industry because of his dad. He doesn't prgram any more of course, but I know he at least programmed Donkey Kong. Google it.
  9. Quote:Original post by jerm007 Hey! Singletons must have a function to destroy them, something like Destroy() might work. After the GetInstance() function, add this one: static void Destroy() { } and add your destructor code there instead. (delete m_pInstance, etc.) Then you will call CLog::Destroy() at the end of your program. Thedevan- Yes, the memory will be cleaned up by Windows, but that's not a good thing to do. It should be deleted before program termination. - Jeremiah But when will you be calling Destroy()? Probably at program termination.
  10. Quote:Original post by Washu Do tell, when is that destructor EVER going to get called? (hint: never) His destructor will be called at program termination. Actually, he doesn't even need a destructor; that is done automatically.
  11. Very fun. Good job!
  12. It looks leak-safe to me. EDIT: is the pointer set to 0 initially? How? By the way, you can safely delete a 0 pointer.
  13. It needs to be a friend function.
  14. Quote:Original post by graveyard filla very good? you must have a better connection to this site then me.. still only at 19%, going 1.0k/s =) Mine DLed in like 20 seconds. Maybe I ate all of his bandwidth allowance?
  15. Very good! As to your question: I don't know, so I won't answer. It depends on how well it was written, probably.