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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.

Simian Man

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  1. I normally use [url="http://valgrind.org/"]valgrind[/url] to check for things like this. It walks through your program and gives dynamic warnings on uninitialized variables and also memory leaks
  2. Yeah just like all of those people who protested their workplaces by not working. Not only is this pointless, it only hurts themselves because they lost the wages they would have earned. They would be better off working, then sending a letter to their congressmen on their break. These kind of strikes have never accomplished anything. Oh wait a minute...
  3. [quote name='Bregma' timestamp='1325705660' post='4899674'] Because input events are not really tied to a window, X11 allows, for example, the ability to scroll a window that's not focused [/quote] I LOVE that feature of Linux and get frustrated when I can't do that on Windows.
  4. I honestly don't buy games very often any more. I moreso just replay the best of the ones I already have, especially Oblivion. I also still play Age of Empires 2 regularly. Maybe when I finally graduate I'll catch up on buying new games . [quote name='kseh' timestamp='1301508807' post='4792258'] I think I buy games either because it's something that I've been anticipating for some reason or because it was an impulsive decision. [/quote] So you're saying that you decide to buy games either ahead of time, or not ahead of time?
  5. As a long-time SDL user, that's good to know! Here's hoping for an OpenGL backend.
  6. I use vim for my day job, but for fun programming, I use Eclipse, which I actually prefer to Visual Studio - though I haven't used VS since the 2005 version. One nice thing about developing with Eclipse on Linux is that you can install the IDE with any plugins, and any libraries you want through the package manager and not have to worry about adding headers and libs to your path or anything like that. Also Eclipse has tons of plugins for anything you could want. It supports many different source control systems, many different languages, and I even write papers in Eclipse with the LaTeX plugin. It also has a valgrind plugin which I don't think VS has.
  7. My siblings and I played the Pokemon card game when we were quite young (8-15), and it was simple enough for us to pick up. It was quite fun, and this thread makes me think I should try Magic. Too bad I don't have any geeky friends any more.
  8. If you need the latest features of graphics cards, and still want to support Windows XP, you can always use OpenGL. But really, I think that the type of people who want the latest graphics and those that use out dated operating systems are fairly disjoint sets.
  9. If you have a license for the C4 engine, why not just make a game instead of an engine? You'd have more chance for success and have something more useful when you are done IMHO.
  10. Quote:Original post by Telastyn Quote:Original post by Simian Man Quote:Original post by Telastyn That said, I tend to actively dislike type inference. Makes code harder to grok, makes it a little easier to break at runtime, for what? 20 seconds less typing... once. Harder to grok perhaps, but the strong, static type inference systems of Haskell or Objective Caml are extremely hard to break at runtime. To be clear I was talking about writing code (or changing/maintaining code) where everything compiles nicely (the type inference resolves to something that still 'works') but does not do what the author intended. Still hard to do (and harder to do in Haskell than... C# for example), but easier than in non-inferred scenarios. I knew what you meant, but that is much, much rarer in any ML-based type system than in a C-based, explicit type system. Pointers or references pointing to things you're not expecting is practically impossible in Ocaml for example, while it is perhaps the biggest source of runtime errors in C-based languages.
  11. Quote:Original post by Telastyn That said, I tend to actively dislike type inference. Makes code harder to grok, makes it a little easier to break at runtime, for what? 20 seconds less typing... once. Harder to grok perhaps, but the strong, static type inference systems of Haskell or Objective Caml are extremely hard to break at runtime.
  12. I don't see any way to have more than one line in a file as main seems to match only one line of input. You probably want something like: program : line program | ; line : '\n' | directive '\n' | variable '\n' | anysequence '\n' { yyerror("Syntax error."); } ;
  13. Quote:Original post by soitsthateasy Dude! Worked like a charm :D ++rating; Great! :)
  14. Hmm I haven't had that problem, though I've heard of others having it. Are other things slow, or just Firefox? If it's just Firefox, you could try this which seems to work for some people.
  15. I use Fedora full time on all my computers so post back if you have any more troubles :).