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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 Nietsnie

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  1. So here is the scenario: I have a game that is played on a web page. At every move I would like the current game state to be saved. I would like to save the current game state on the web server in a simple text file, and when the player logs back in load that text file and have them continue playing where they left off. The game is written in javascript. I have been been doing a lot of reading but have been getting quite lost. I understand I could use PHP to load the game from a text file and feed it to a javascript function to restart the game, but how would I save the current game state to a file? AJAX seems a little overkill, and I can't use PHP unless I reload the page (which I do not want to do). Any suggestions/ideas? Need any clarifications? Thanks for the help!
  2. j-locke: That is a sample of what printPhrases() returns. The program is currently set to show phrases of length 4. The full text of "small.txt" (the source file) is: Esperanza feels lost, alone, and confused. She believes that the only ones who can understand her feelings are trees. The trees are skinny and pointy. The city had planted them in concrete, which naturally is not the best nor the healthiest place for trees to grow. Esperanza sees the trees as a reflection of herself [skinny and angular]. In spite of their location, the trees seem to survive in a way. This idea of persevering parallels back to Esperanza. She struggles to be successful even though she is in a harsh environment. Her description of the setting leads me to think that she is poor. Therefore, she has limitations due to class. Is this why she feels that she can only confide in trees? For Esperanza, the trees seem to be like a support network for her. She would talk to them when she felt lonely. It was almost as if the trees were her family members. The trees were not only a support network and a reflection of Esperanza. They inspired Esperanza. When Esperanza was ready to give up, she looked at the trees, and they told her to keep, keep, keep, keep. The trees taught Esperanza perseverance, which would definitely help her achieve success. Bibliography Four Skinny Trees Words: 207
  3. Hey all, I'm writing a program that find all the phrases of a certain length in a file. So it runs through the file from start to end finding every phrase and stores them in a vector of strings. It works almost perfectly, except it sometimes deletes one character in the same place every time a new phrase is found. Esperanza feels lost, alone, feels lost, alone, and lost, alone, and confused. alone, and confused. She and onfused. She believes onfused. he believes that he elieves that the elieves hat the only hat he only ones he nly ones who nly nes who can As you can see above, starting on the fifth line, the second word in the phrase loses its first letter. The relevant class code for generating the above is below: void Doc::findPhrases() { string curPhrase; string buffer; fstream file("small.txt"); int curLoc; while(true) { curPhrase = ""; if (file.eof()) return; file >> curPhrase; curLoc = file.tellg(); for (int i=0; i<phraseLength-1; i++) { if (file.eof()) return; file >> buffer; curPhrase = curPhrase + " " + buffer; } phrases.push_back(curPhrase); file.seekg(curLoc); } file.close(); } void Doc::printPhrases() { for (int i=0; i<50; i++) { cout << phrases[i] << endl; } } I think it has to something to do with how I read in the first buffer word (the second letter in the phrase)... but I'm not sure what exactly is wrong. Any ideas? Thanks for the help!
  4. Hey, Is there a way to bitwise AND two different ararys together? Say I have: char array1[100]; char array2[100]; Then the two arrays are filled with values somehow. If I try to do something like: if (array1 & array2) doSomething(); (basically checking for overlap in the arrays) the compile throws out an error. Any ideas? Thanks!
  5. Ah solved it somehow! In some of the paint functions I was selecting a new brush/pen but then never resetting back to the default brush. Threw some SelectObjects in and everything is working now.
  6. I investigated WM_PAINT and the error only occurs when I'm passing off the handles to the DC, brush and pens. case WM_PAINT: PAINTSTRUCT ps; BeginPaint(hwnd, &ps); BitBlt (hdcBackBuffer, 0, 0, cxClient, cyClient, 0,0,0, WHITENESS); oldBrush = (HBRUSH)SelectObject(hdcBackBuffer, greyBrush); oldPen = (HPEN)SelectObject(hdcBackBuffer, greyPen); game.paint(hdcBackBuffer, oldBrush, oldPen); SelectObject(hdcBackBuffer, oldPen); SelectObject(hdcBackBuffer, oldBrush); BitBlt(ps.hdc, 0, 0, cxClient, cyClient, hdcBackBuffer, 0, 0, SRCCOPY); EndPaint(hwnd, &ps); break; And all game.paint() does right now (I reduced it so just this one line causes an error) is the following: void Game::paint(HDC hdc, HBRUSH hbrush, HPEN hpen) { Ellipse(hdc, 50, 50, 100, 100); } I can't see how that simply statement is causing all this to mess up, but somehow it is haha. Do I need to release the brushes and pens or the device context after I use them when I pass them, or something like that?
  7. Hey all, So I have basic game set-up using the Win32 GDI API, and it is working almost fine. In the WinMain function I have a section where I check if I'm ready for the next frame (this is done using a timer), and if so I updated my game and refresh the screen: if(timer.readyForNextFrame()) { game.run(); InvalidateRect(hwnd, NULL, TRUE); UpdateWindow(hwnd); } I've narrowed the problem down to InvalidateRect. After a certain amount of time (always the same), the objects in the window will turn to outlines, and sometimes the window attempts to go full screen and general mayhem ensues... even if I prevent all game variables from changing, this still occurs at the same time into the program (about 30 seconds or so...) Does anyone have any idea why this happens? If I comment out InvalidateRect everything is dandy, but of course the window is no longer properly updated. Thanks for any help!
  8. I don't think that's the one... One thing I do remember is the book had little boxes with arrows to describe how cons and append and other various functions are different. Weird thing to remember, but for some reason it was memorable.
  9. Hey all, A few years ago I remember reading a book (or a set of tutorials) online for either Common Lisp or Scheme. I remember it being referred to as the 'bible' for Common Lisp/Scheme, and for some reason I think its called the Red Book or the Blue Book or something along those lines. It was extremely helpful, and went quite in-depth on the 'behind-the-scenes' part of Common Lisp/Scheme. I tried searching the forums for it but had no success. Is anyone familiar with the book I am talking about? Do you know where I can find it? Thanks for any help!
  10. We don't do that here. You are teh dumb.
  11. I know just the song: "Black Betty by Ram Jam". Basically goes: good intro music, WOOOAAAHHHH BLACK BETTY! then the rest of an amazing song.
  12. I have the Click Plus. I used to use it for gaming but after switching to a MX518 there is noticable lag between when you move the mouse and when the cursor moves. Very critical for gaming... if you want gaming go MX518 or the new G series by Logitech.
  13. O thank god. There is something where you just click where on the map you want to go and your there. No more godamn silt-riders or running from town to town :D
  14. Microsoft Word comes free with an equation editor (Insert->Object->Microsoft Equaion Editor 3.0), which can do all math stuff, albeit it seems like it is still not complete as there are numerous bugs.
  15. A review here on the boards three threads down.