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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 Sol462

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  1. My suggestion: learn from all of them. The more resources you have, the better.
  2. You need a closing brace before the else, one right after it, and another one to close that one off. Also, your loop is not closed. while ((guess != theword) && (guess != "quit")) { if (guess == "hint") { hints++; //when i add this line it wont compile cout << thehint; } else { score = score - 3; cout << "Sorry, thats not it."; cout << "Your guess: "; cin >> guess; } }
  3. Because the functions are defined in pet_class.h, which you've included in your main file.
  4. Quote:Original post by glaeken Introduction to 3D Game Programming with DirectX 9.0 was a great book, but I would suggest the second version, Introduction to 3D Game Programming with DirectX 9.0: A Shader Approach. It's heavily shader oriented in order to prepare you for DX10. Forgot about the shader one. I should pick that one up soon.
  5. True, but it's possible to extract the good parts out of it. There's also Introduction to 3D Game Programming with DirectX 9.0, which is more elaborate than the other book I suggested, and covers 3D theory a bit better.
  6. I suggest Beginning DirectX9 by Wendy Jones. Pretty good book, and covers making a window to initializing D3D to particles, etc. EDIT: It also goes into DirectSound and DirectInput, and has a simple game class.
  7. Quote:Original post by Enselic Am I the only one using this hybrid? *** Source Snippet Removed *** This way it is a layout-wise difference between structure (functions) and logic (if while do for etc) which I think makes the code easier to read. I usually use that one.
  8. I like to use a hybrid of the first and second methods, unless my supervisor makes me use the first. Sometimes I use the second if I need to see the brackets' alignment. public void function(int x) { if (x == 0){ //stuff } else{ //stuff } }
  9. Declare the town function in a header file with the code in a cpp file. Then include the include that town is in in your main source file.
  10. I've learned much from C++ for Dummies (as well as More C++ for Dummies) and Fundamentals of C++. Both are slightly old but useful if you just read the C++ parts. Things like graphics and editors you can ignore.
  11. On what lines are you getting these errors? [ code] tags format your code to look like an IDE.
  12. That line's correct. The only thing I've done differently was cleared the zbuffer in addition to the target, but that shouldn't affect anything.
  13. You should have a ShowWindow call after you create the window methinks. Also, try to put long segments of code into [ code] tags. It makes it a bit easier to read your code.
  14. Yes, many: 3DS Max ($expensive) Maya ($Also expensive) Blender ($Free) Wings3D ($Also free) Milkshape3D ($~30) Anim8tor ($Free) The list goes on and on.
  15. Looks nice! Kinda reminds me of a Star Wars cantina. How did you create the shadows? They don't seem to fit the geometry.