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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 ragdev

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  1. paulecoyote ;) Well I'm back again and I've noticed a typo in my previous post :S It should be: <IfModule mod_aspdotnet.cpp> AspNetMount /aspx "C:/somedir/aspx" Alias /aspx "C:/somedir/aspx" <Directory "C:/somedir/aspx"> Options FollowSymlinks ExecCGI Order allow,deny Allow from all DirectoryIndex Default.htm Default.aspx </Directory> # For all virtual ASP.NET webs, we need the aspnet_client files # to serve the client-side helper scripts. AliasMatch /aspnet_client/system_web/(\d+)_(\d+)_(\d+)_(\d+)/(.*) "C:/Windows/Microsoft.NET/Framework/v$1.$2.$3/ASP.NETClientFiles/$4" <Directory "C:/Windows/Microsoft.NET/Framework/v*/ASP.NETClientFiles"> Options FollowSymlinks Order allow,deny Allow from all </Directory> </IfModule> Otherwise apache will go nuts and spits a 500 internal server error! :X Anyway, for the last couple of weeks I've been trying to understand why my .aspx files come in plain text. I've been googling but until now I could't find an answer to this.. :( Also VS.NET throws an error when I try to create/open a asp.net web app: "Visual Studio .NET has detected that the specified Web server is not running ASP.NET version 1.1. You will be unable to run ASP.NET Web applications or services." I tryed the workaround on http://support.microsoft.com/default.aspx?scid=kb;en-us;825792 but no luck either... :I think I'm missing something but I have no idea what it is. Any ideas? Thanks :)
  2. Ok I figured it out :x instead of: AspNetMount /net "C:/somedir" Alias /net "C:/somedir/asp" I should have: AspNetMount /asp "C:/somedir" Alias /asp "C:/somedir/asp" hope it helps someone :x
  3. Hi! I've been trying to set up aspx on my machine but on aspx files it returns Internal Server, even if its just a file with html conde, and .asp files show plain text. I have apache 2.0.54, with mod_aspdotnet-2.0.0 the conf file: LoadModule aspdotnet_module modules/mod_aspdotnet.so AddHandler asp.net asax ascx ashx asmx aspx axd config cs csproj licx rem resources resx soap vb vbproj vsdisco webinfo <IfModule mod_aspdotnet.cpp> AliasMatch "^/(?i)aspnet_client/system_web/(\d+)_(\d+)_(\d+)_(\d+)/(.*)" "C:/Windows/Microsoft.NET/Framework/v$1.$2.$3/ASP.NETClientFiles/$4" <Directory "C:/Windows/Microsoft.NET/Framework/v*/ASP.NETClientFiles"> Options FollowSymlinks Order allow,deny Allow from all </Directory> AspNetMount /net "C:/somedir" Alias /net "C:/somedir/asp" <Directory "C:/somedir/asp"> Options FollowSymlinks Indexes Includes ExecCGI Order allow,deny Allow from all DirectoryIndex default.htm default.aspx </Directory> </IfModule> Am I missing something? I've read the mod faq and this should be working... Thanks :)
  4. nevermind, I figured it out... I think I need some sleep :x solution: var foo=self.parent.document.getElementById('form1').bar.value; hope it helps someone :D
  5. I have a form, named Form1, inside a table along with an Iframe to another page wich has another form, named Form2. On submit, the form2 calls a javascript function wich trys to get a value from form1. In IE6 the following code works well: var foo=self.parent.form1.foo.value; but in mozila and firefox it returns an error: Error: self.parent.form1 has no properties any Idea how I can access the data in form1? I also tryed document.parent.getElementById('form1').value; but with no luck :( thanks
  6. Quote:Original post by Telastyn Quote:Original post by ragdev The main point is, if the software is readable, than there will always be ways to crack it. But thats just IMO... :) That's not just IYO, that's mathematically provable :P Indeed! ;)
  7. Nothing is uncrackable, the only thing you can do is make the crackers life dificult by making it hard to get the goodies. It depends on how much time they are willing to spend on getting the stuff. Then there is also an issue if you load it at run/play time, it may be a bottleneck on the game performance. There are alot of issues and all depends on how you implement it. The main point is, if the software is readable, than there will always be ways to crack it. But thats just IMO... :)
  8. It worked, thanks.
  9. yeah, and so I can have a new visual code :x
  10. Hi! Let's say I have a page that has a form with several fields! If submited it does what it has to do and goes somewhere else. After submiting and being on that dif place you can click "go back". My question is, how do I refresh the page on going back? Im using php. Thanks :)
  11. Well I didn't really understand much of your code (ye, im lazy :P)so I came up with an alternative... class gPlayer { char playerChar; // x or o or whatever... bool isAI; // is this player or AI controled? public: gPlayer(char pc, bool ai=false) :playerChar(pc),isAI(ai) {} gPlayer(){} bool isPlayerAi(){return isAI;} void print(){printf("%c", playerChar);} }; class gTableCell { gPlayer* owner; //the cell owner bool isEmpty; // has this cell been used? public: gTableCell() { owner=NULL; isEmpty=true; } void setOwner(gPlayer* p) { owner=p; isEmpty=false; } bool isCellEmpty(){return isEmpty;} gPlayer* getOwner(){return owner;} }; class gTable { std::vector <gTableCell*> board; // holds our game table gPlayer* player1; // our good looking player 1 gPlayer* player2; // our not so good looking player 2 int turn; // whose turn is it to play? public: gTable() { for(int i=0;i<9;i++) board.push_back(new gTableCell());// init table cells. // depends on how you perceive it =D*/ player1 = new gPlayer('x',false); // init player 1 player2 = new gPlayer('0',true); // init player 2 (and is AI) turn = 0; // first player to play is player 1 } // mark a position as owned by a player, returns 0 on fail a 1 on success int setPlayerAtPos(int x, int y, gPlayer* p) { if( x < 0 || x > 2 || y < 0 || y > 2 ) //out of boundrys? return 0; int pos=(x*3+y); if(!board[pos]->isCellEmpty()) return 0; board[pos]->setOwner(p); // set this house ownership return 1; // and return 1 so we know it all wented well } void printTable() { for(int x=0;x<3;x++) { for(int y=0;y<3;y++) { int pos=(x*3+y); if(!board[pos]->isCellEmpty()) { gPlayer* p = board[pos]->getOwner(); p->print(); } else printf("-"); } printf("\n"); } } // returns 1 or 2 if player 1 or 2 wins, and returns 0 if no one wins int mainLoop() { int gameFinished=0; int gameWinner=0; while(gameFinished) { switch(turn) { //if player 1 case 1: if(player1->isPlayerAi()) { // do AI here } else { // player is human } break; //if player 2 case 2: if(player2->isPlayerAi()) { // do AI here } else { // player is human } break; } printTable(); //check here if game as has ended and update gameWinner and gameFinished turn=!turn; // change turns } // check to see if game return gameWinner; } }; hope it helps :) [Edited by - ragdev on April 20, 2005 12:51:07 PM]