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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 jonahrowley

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  1. First, X is slow. It's not as snappy as the Windows GUI. Sometimes a program that generates a lot of X events or an excessive amount of X calls will slow everything else down. Second, flash is slow. Video players in flash are really just a nasty hack. Scaling is done in software and the video interfaces (like xv on Linux) are not used at all. This means decoding the frame in memory, scaling it in memory and then pushing it out to X. This all chews up CPU cycles and is much more expensive compared to using a video interface (which will do the video scaling with the video hardware). This may be the only thing happening here. I once rigged up the vlc plugin and a greasemonkey script to play youtube videos on a slow machine. It worked great, but you couldn't seek or anything. Edit: I missed the second half of your post. In the past, flash on Linux was extremely buggy. If you closed a page, you had a 50/50 shot of the flash program still running in the background. I haven't noticed that in a long while though. I'd just start closing programs until you find the one making the noise.
  2. I'm only getting about 5k/s on the download. Everything else works great on this end, perhaps you should upgrade your hosting plan? I'll post again with comments once the download finishes and I can take a look. It'll probably be a few weeks at this rate though. Oh, and if you're stuck just use rapidshare for now.
  3. I think it's more likely your back is hurting because of your stomach muscles. That happens to me after I vomit, my lower back always hurts. I don't think it has anything to do with leaning over the toilet, you just strained muscles you don't often use. Get a heating pad, they work. If it's muscle pain, ibuprofen works well for some people.
  4. Quote:Original post by ToohrVyk Ooo, nice! It's short and non-brittle [smile] though it does break when the enumeration values change with respect to what is displayed on the menu screen... That just means it needs further abstraction to be a functional and flexible menu class. This is just an example from a book he's exploring though.
  5. Quote:Original post by Crypter Knowing that enums are simply integers, you can also just define mychoice like this:int mychoice = easy;...And it should compile fine. That can result in undefined behavior. If the integer value you assign is not represented in an enum, code expecting the enum to be sane will fail.
  6. That's because there is no operator>> defined for your enum type. In order to input your enum type directly from an istream, you have to create an operator for it something like this: istream& operator>>( istream& i, choice& c ) { int choice; i >> choice; switch(choice) { case easy: case normal: case hard: c = choice; return i; default: // Out of range, you should throw an exception here throw some_exception(); } // This might be needed to silence a warning, even // though this code can never be reached. return i; } You'll also have a to define your enum type at a wider scope so both this overloaded operator and the code that uses it can see it.
  7. Yes, you can make a commercial product and ship it with sdl.dll. This is something expressly allowed by the LGPL.
  8. How did you fix it? It's always frustrating when you come to someone's post through google and they say they fixed it, but never say how! I probably wouldn't be rendering 360 segments of a line loop. As few as 20 will look smooth and be a lot more efficient. There may be a glu function to do this (I know there is one for spheres), but if not you can look at the sphere function for inspiration.
  9. Why were you reading a political blog in the first place?
  10. Quote:Original post by owl doesn't work :( Can you be more specific? It seems to be working for the rest of us.
  11. Eh? Did you hit "New Thread" instead of "Post Reply"?
  12. The only advantage videos will give you is watching someone work the IDE. An IDE is an easy piece of software to use though, so that's only really useful in the very beginning. Beyond that... all the same stuff (information, diagrams, etc) are in books. Go get a good book.
  13. I read something about this some time ago. I can't remember which system this was for, or which game, or anything. It might have been something like Pole Position on the 2600 of Speed King on the C64. At any rate, this particular machine had very low level access to the raster process. The program did some simplistic 3d calculations to see how far away the current scanline was, how narrow the road segment should be, color of the road segment, and how far (and which direction) it should be from the center. This worked in conjunction with the hardware sprites, so player and opponents are rendered correctly. Hope that helps, but it's vague and probably wrong :P If I ever find the link to what I was talking about, I'll post it here.
  14. Yes, you need dll image files for all of the images you intend to support. For jpegs, I think you need libjpeg.dll. For PNG images, you'll need libpng.dll and zlib.dll. Or you could convert all of your media to BMP (if possible) and get rid of SDL_image. It'll make your file sizes larger though.
  15. What you want is arr1[i] = arr2[i];. Alternatively, you can use *(arr1 + i) = *(arr2 + 1); but the first way is much more clear.