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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 Mooncabbage

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  1. nm, i found it. I don't really understand it, but i found it. that r so far down the track it r not funny.
  2. What ipicture code? where? tell meeeeeeeeeeeeeeeeeeeeeeeeee! NB: Yes i just looked for it, so don't yell at me.
  3. I use dev cpp, but that shouldn't be a problem, i probably forgot to tell the compiler to link it properly or something... However i didn't even touch the .cpp... figured it was an example file, doh ><. Thanks for the help, i'll try and figure out the source file bit in dev cpp, i think i've seen it somewhere before, however, i'm fairly new to actual c++, so things like source files and having to link included things as well as include them are new and strange to me.
  4. OK, I finally got around to trying to use the code. I copied the bmp.h file into a bmp.h file, and included it in lesson 7, but upon compiling i get an error. Duh, i think, the two classes have different names. So first i try to change the class name in bmp.h to auxDIBImageLoad and compile, and get the same error. So i change it back, and replace all the auxDIBImageLoad words with the one in bmp.h and get: ...\OpenGL7.cpp In function `AUX_RGBImageRec* LoadBMP(char*)': 58 ...\OpenGL7.cpp cannot convert `AUX_RGBImageRec' to `AUX_RGBImageRec*' in return Linker error] undefined reference to `auxDIBImageLoad(char const*)' What is my problem?
  5. Thanks for the help. The impatience was due to the time i posted... waaaaaaaaaaaay too early in the morning (or late at night). Neways, it's not finding the replacement code that is a problem, it is using it. Perhaps the original/early tutorials just need a facelift or something? Someone to go thru and get rid of gluax and update it a bit.
  6. Someone reply, please? I can't be bothered looking for gluax.dll after all the effort it took to find the other depreciated libraries, and once you get to tutorial no. 6 that becomes a real problem.
  7. Please bear with me here, my computer is doing some funky cookie crap and I keep logging out, so I can't be bothered writing a long explanation of why I am asking this, only to have it all disappear again. Can someone please tell me how to use the Gluax Replacement Code?
  8. Thanks. As for the edit, i just thought i should clarify i wasn't going out of my way to waste people's time.
  9. 1) I haven't got 1. 2) The MSDN dun make no sense, except to tell you how the syntax works.
  10. Just wondering, what is the difference between glLighti/v and glLightfi/v, and for that matter, the difference between i and v types? Incidentally, and i know this is a little stupid, what do the different glLightfi/v paramaters do? (GL_SPECULAR, GL_DIFFUSE, GL_SPOT_DIRECTION, GL_SPOT_EXPONENT, GL_SPOT_CUTOFF, GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION, GL_QUADRATIC_ATTENUATION). I don't really understand what it means just reading off the MSDN.
  11. Sounds more like an easier way of doing it that a design flaw, since pickups ARE events that change the state of the pawn. :D It's what they want isn't it? As long as it works, who cares? I haven't done very much UScripting tho, so I couldn't tell you if there are any inconsistencies.
  12. tah. I more or less assumed that, but people where always going on about how good quads where back when i dabbled in 3d modelling, so i thought that there might have been something magical about them.
  13. I was just wondering, what are the practical differences between GL_TRIANGLES, GL_QUADS, and GL_POLYGON? Wouldn't it just be simpler to draw everything as triangles? is it faster to draw "simpler" shapes like quads or polys or something? Just wondering.
  14. OMFG, i don't believe it. It was as simple as a project options setting. Just happened to be out of place, had it set as a Win32 Console app rather than Win32 GUI. GRRRRRRRRR. Thanks all :D
  15. Err, woops, some how I logged out. Anyway, that should read "windows.h, gl.h, glu.h, and glaux.h".