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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.

Yanroy

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  1. Many years ago, I tried to set up a version control system back when I knew next to nothing about programming because I wanted my friends to be able to work on a project with me and not cause conflicts. I failed miserably. I was attempting to get CVS to work. Fast forward many years and I stumble upon SVN right before I start a major project with 3 friends... it was heaven. I got it setup and running in about as much time as it took to download. I use the TortoiseSVN shell tool which makes it painfully easy to use :) I don't know much about how it differs under the hood from CVS, but I have since used CVS on another project and I find SVN to be much faster and feel cleaner when it's being used (as in a much more concise, sane interface).
  2. I have RTTI on. You may have noticed I said I have similar code in my program that works perfectly... There's something deeper going on here.
  3. I'm having a strange problem where typeid() lies to me. It insists that a pointer I'm giving it is a pointer to a base class when it's actually a pointer to a derived class. Yes, I'm dereferencing the pointer. I'm using almost identical code (it has the same form, but it involves different classes) elsewhere in my program and it works fine. Here's the applicable code: a CSharedFileInfo instance is created and passed to a function that takes a CSharedFSObject pointer: CSharedFileInfo* newFile = new CSharedFileInfo(&FileData); AddFSObject(newFile); this is the function with a couple comments to explain the issue: void CSharedFileDir::AddFSObject(CSharedFSObject* FSObj) { // note: inserts at the top of the list, because it's faster Node* NewNode = new Node; NewNode->FSObj = FSObj; // the list is empty, just point the head at the new node if(!Head) { Head = NewNode; } else { // replace and point to the old head Node* NextPtr = Head; Head = NewNode; NewNode->Next = NextPtr; } // !!!!!! - THIS IF STATEMENT FAILS: // if it's a file, not a dir, increment the file counter if(typeid(*FSObj) == typeid(CSharedFileInfo)) NumFiles++; // THIS MESSAGE BOX SAYS "class CSharedFSObject": AfxMessageBox(typeid(*FSObj).name(), MB_OK, NULL); return; } and if you need proof that CSharedFileInfo is a child of CSharedFSObject: class CSharedFileInfo : public CSharedFSObject Any help will be appreciated! This one has been driving me nuts for hours.