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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 sindisil

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  1. Congrats on completing and releasing a book, Jazon! Quite an accomplishment. Out of curiosity, do you cover SDL 2.x or 1.2 in your book?
  2. I spend about half of my day job hours coding in C and C++ for embedded Linux. There, I primarily use vim/gdb/ctags/etc., mostly because of the specialized build environments and the need to flexibly build on remote servers. When I *do* choose to use an IDE, I've only found two for Linux that really work well for me: NetBeans and Eclipse. I'm not a big Eclipse fan (the other half of my day job is spent coding Java, where I avoid Eclipse like the plague), but CDT is probably the best overall editing experience for C++ (auto-complete, refactoring, etc. all work reasonably well). If only they'd drop the damn Workspace idiom already. At least CDT can work with makefiles, so I can work around some of its more annoying aspects when I need to. NetBeans is a close second to CDT, primarily because some of the features don't work quite as well and because NetBeans is missing some tools integration (e.g., valgrind). An example of a feature that doesn't work quite as well in NetBeans as in Eclipse CDT is the fact that, in NetBeans, semantic rename of a function parameter doesn't change the declarations, only the definition and uses -- CDT gets the declarations as well). OTOH, it's a much cleaner environment than Eclipse, and, since I often use it for Java work, it's one less set of key bindings I need to keep in memory. I've recently made a survey of the modern alternatives, looking at reasonably current versions of Code::Blocks, CodeLite, and KDevelop. None of them come close to NetBeans or Eclipse CDT at this time, IMHO. I do need to give a current version of QTCreator a shot, though. Last time I tried it, it didn't impress me much, but I know full well that apps can evolve rapidly. [edit: spelling and typos, oh my!]
  3. I do a lot of C programming. In C, goto is a good way to handle the cleanup code paths in a function, in much the same way that exceptions might be used in a language that supports exceptions. Beyond that, goto is very rarely useful to break out of an inner loop. The whole "never a goto" religion is rather sad. As with virtually any other language feature, they can be misused. Likewise, as with virtually any other language feature, they have their place.
  4. [quote name='Riven' timestamp='1304623426' post='4807045'] As the admin of JGO, I can tell you I fixed the bug that caused the captcha to be corrupt. Thanks for reporting and enjoy your stay! [/quote] Thanks, Riven! I can confirm that JGO registration process is working perfectly now.
  5. [quote name='EricTheRed' timestamp='1304618412' post='4807013'] I posted your message over at JGO. Thanks for the heads up. [/quote] Thanks much! I looked around over at JGO, but couldn't find a email addr - this seemed like the next best bet.
  6. I think I've seen folks here that are also active over on java-gaming.org, so hopefully someone will see this and let the board ops know that their registration page captcha is broken: no image is displayed. On the off chance it might work, I tried the speech version, but that's broken, as well.
  7. [quote name='Mike.Popoloski' timestamp='1296239837' post='4766288'] People only prefer C over C++ when they don't know how to write idiomatic C++ code. [/quote] That's simply not true. There are plenty of us who both know C++ well, and still prefer C. In my case, in fact, I think it's *because* I know C++ well that I prefer C. I've been coding in C since the early 80s, and C++ since around 1989 or 1990. I develop professionally using both (as well as other languages), and I can and do use C++ in an "idiomatic" way, including RAII, use of the stdlib, etc. I still very much prefer C over C++. In fact, it's not even close. Sure, there are things that I like about C++ in theory, but in practice, C++ is such a muddled and overcomplicated mess that I'd rather just avoid it. [quote]but trying to argue that C is somehow better in any situation other than a few niche domains is simply foolish ignorance or willful stupidity. [/quote] With all due respect, that's a rather simplistic and close minded attitude. They're tools, and, as such, suite individuals better or worse in turn.
  8. Or you could just use the shorter, official URL: http://allegro5.org/.
  9. Not that there's anything *wrong* with SFML, per se, but I'm not sure where you get the idea that Allegro is "getting a little outdated". Allegro 5 RC3 was released just a few days ago. It includes hardware acceleration and a new modular architecture. I'd say that Allegro is still *very* much worth considering.
  10. Quote:Original post by Ftn Better yet, why is macro needed? inline bool is_8byte_aligned(void const* pointer) { unsigned char const* char_pointer = reinterpret_cast<unsigned char const*>(pointer); return char_pointer == (char_pointer + 7) & ~size_t(7); } That's C++, not C (which is what the OP says they were asking about).
  11. Quote:Original post by bepawuca sindisil - Thanks for pointing that out about the references in AS3. My main problem here, though, isn't the memory issue - it's more that I would prefer not to need to keep passing the object to another every frame. Sure. So the mechanism I've outlined gets you exactly that. Quote: I guess I'd better just get used to AS3 and stop trying to use C++ everywhere. Yes. It is virtually always better to use a language idiomatically.
  12. Pass the player in to the enemy and save it in a member variable, perhaps in a set property, perhaps in a function called setTarget() - whichever floats your boat. In AS3, as in most managed languages, what you're really passing around are references to objects - in other words, pointers by another name. In pseudo-AS3: class enemy { private var _target:Player; function set target(player:Player):void { _target = player; } function update():void { if (_target != NULL) attack(_target); } }
  13. I personally use asserts for situations like this.
  14. Quote:Original post by nullsquared Ah, very nice plugin. Now, do you know of a free plugin that allows you to compile files under the same project simultaneously? I only know of a payed one. It's been quite some time since I've used VC++ EE, but can't you just add /MP to the additional command line options in your project properties to get parallel build of files within a project?
  15. For the languages themselves, each has a single book that is head and shoulders above everything else, at least IMHO: For C, "The C Programming Language, 2nd. Ed." (aka "The White Book", "The New Testament", "K&R2"), by Brian Kernighan & Dennis Ritchie. The standard by which all programming books should be judged. Covers tutorial and reference in a book about 1/2" thick. Expensive, but worth every penny. Co-authored by the inventor. For C++, "Accelerated C++: Practical Programming by Example" by Andrew Koenig and Barbara E. Moo. A little slow at the outset, if you're an experience programmer, but it teaches C++ as C++, rather than C, then ++. Of course, from a game programming point of view, that gets you only the barest of starts, as both books teach the standard language. IOW, no graphics, no sound; console I/O only. You can still write simple games, of course, but you'll need to spread your wings a bit to get "real" games written.