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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 BuffaloJ

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  1. If I had a dime for every time my wife has heard "Come on! It's just text!!"... :) anyway, @mluparu - 2015 does run faster for me and is a great IDE.  Nice to see forward progress!  One my biggest gripes, tho, is hitting ctrl-f, typing what I want to find and what I type goes into my source code because the find window takes 1-2 seconds to popup. 
  2. Good topic, btw... I started programming on a Timex Sinclair 1000, Vic-20 and Commodore 64 and have loved IDE's since VisualStudio came out(was Turbo Pascal considered an IDE?). I have been curious why people wouldn't want to use and IDE. For me, having to log out the value of a variable instead of putting in a breakpoint and mousing over the var to see it's value feels like going back to the Commodore. And wastes a bunch of time since I would have to stop the app, add a log statement, run again and get back to where I was in my test. And then needing to see a value 2 lines below and having to repeat the process. Ug The way I see it, Pros: - Breakpoints - mousing over vars to see value after a breakpoint is hit - add stubbed out code files in seconds - having a view of all files in the project at my fingertips and neatly organized for easy searching - Intellisense - having clickable options instead of memorizing options and typing into Make file - IDE marking errors like misspelled words on the fly - Jump to Definition - being able to goto the def of a class or file even if I don't know where the heck it is or don't want to take the time to look for it - Interface builders - try writing a decent sized iPhone app purely thru code and see how long it takes. - Refactoring - Find in Project - Data Breakpoints - so useful to find who/where a variable magically got changed Cons - I don't have experience in areas where it's not needed, so I can't really list any cons:)
  3. could your tangent vector be backwards? The code looks right, but the results are puzzling...
  4. [font=arial, verdana, tahoma, sans-serif][size=2]IMO, there is a time and place for singletons. They aren't needed for very many things and should be avoided as a general rule, but that doesn't mean they don't make good sense in certain situations. Anything can be bad if used improperly... [/size][/font]
  5. [quote name='Monkan' timestamp='1311796538' post='4841271'] Ok Cool, Thanks all, I'm having a look at NSIS now and have downloaded it. Is it easy enough to get an NSIS installer to also run the VS2010 redist installer? Or how does that bit work? Cheers. [/quote] You should be able to add a script line to the installer to run vcredist at some point during the install process and preferably wait until that install completes before continuing. There should also be a way to check to see if it's already installed and if so, skip it. Not a biggie, but a good polish item. I played a while back with trying to get vcredist to install silently (no dialog box or anything) and only got it partially working:(
  6. totally, an installer is a good idea. I'll have to check out NSIS. I've used INNO so far...it's free and easy. I just take an existing script and copy/paste/modify for new projects. INNO allows you to just specify a folder and it will include all files and subfolders in the installer. It will setup icons and all that as well. You can't just include the necessary Microsoft DLLs anymore...they have added the whole side-by-side stuff to support multiple hardware targets.
  7. np They generally package it up with VisualStudio itself(not sure where), but you can DL it at: x86: http://www.microsoft.com/download/en/details.aspx?id=5555 or http://www.microsoft.com/download/en/details.aspx?id=14632 for the 64 bit version... keep in mind too, if you install vcredist.exe and it still gives the side-by-side error, then it's the wrong version. It has the be the one for your version of Visual Studio...
  8. I'm curious to hear what others have to say, but I havn't been able to get Multi-threaded to link for quite some time. I instead use the DLL version and include vcredist.exe in the installer for the app. vcredist.exe includes the necessary DLLs for the app to run and takes care of the dreaded Side-By-Side-Configuration-Error that comes up without it(and if VS is not installed)...
  9. [/quote] There's voter fraud with that too. I know in Milwaukee there were thousands of votes registered living at buildings that do not exist a couple elections ago, and it's not uncommon for people to rent a van and drive homeless people around to every polling place in the city to vote for their party for money. [/quote] The driving homeless people around to vote thing doesn't really happen. The system actually makes it a pain to vote. You have to be registered well before the voting date, you can only vote at 1 place by where you are registered to live at, you have to show ID and you name gets marked off of a printed list they keep on location. The whole electronic voting system is a mess anyway. 60 Minutes did a piece describing how most of these machines are built to low quality standards in sweatshops. The end result is that the calibration constantly gets off and the software design is bad so the selection buttons are really close together. People choose one candidate and don't noticed it actually selected the other one...
  10. Try drawing the bounding sphere. Being able to see what's going on will help tremendously. If your bounding sphere encompasses all the tri's in a terrain patch then it's probably a bug in your quadtree and/or sphere visibility check. Being able to see it should tell the tale
  11. Hodgman brings up a good point with the alternate design pattern which could avoid the whole issue. You could also create a PlayerController base class and then override that with a version that handles input from a human and another one that does AI
  12. For project dependencies, you probably have a main project that builds to an exe and a library project(correct me if I'm wrong)...the main project would need to depend of the library project or changes in the library may not trigger recompiling stuff in the main. Either way, a clean and rebuild all would eliminate that as the culprit It's possible to overwrite memory if you are writing to an array and write to an index past it's bounds. Like if it has 25 elements and you write to element 25 (zero based indexing...), memory is trashed. Putting in a data breakpoint after setting the value would tell you if something else it overwriting it...
  13. [font=arial, verdana, tahoma, sans-serif][size=2]I have seen what Bitmaster is talking about. If you are using visual studio, then look at the project dependencies from the menu and make sure they are setup right per project. If it it memory getting trashed, then right after you set the variable to the correct value - and it looks right in the debugger, then set a data breakpoint on that variables address and if the var gets overwritten then the breakpoint will fire and show you what code did it...you did mention it's a release only problem but hopefully it can be reproduced in the debug[/size][/font]
  14. What you are showing is a draw order issue. In theory, you should draw all your solid objects first(probably sorted by texure) and then draw the alpha polygons from back to front. Anything with alpha needs to have what is behind it drawn first since it blends with what is already on the screen. This is easier said that done, tho. You are probably drawing whole meshes at a time - those you can sort form back to front pretty easily. But you wouldn't want to sort the polygons within the mesh from back to front each frame because that would be super slow. You could either live with blue outlines like dpadam450 mentioned, use hard edged alpha textures or lookup order independent transparency techniques like depth peeling...
  15. I agree with Waterlimon...starting with an existing engine is the way to go. Writing your engine is good experience in the long run, but would be WAY too overwhelming to start out with. I've used Unity3d for a few projects and it's pretty good. it's free(for the basic license), has most all the modern features expected in a game engine and allows you to write in C#. It could be a good choice for your first game...