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      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.

teh_programerer

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  1. Have you tried the Qt Installer Framework?  I'm not sure if it's what you're looking for but I noticed you didn't list it as one which did not appeal to you.  It's pretty customisable, though for some things (such as adding environment variables) you will need to invest some time in learning the scripting language to work around its limitations.
  2. I'd appreciate the links, Eck.  Thank you for the help and support.
  3. I have been working on creating an SDK for the SEGA Saturn on and off for the past year. I want to write something down about why I'm doing it and the game I'll be making. The SEGA Saturn holds a very special place in my mind. It's got this very unique architecture which is both ahead of its time and stuck in the generation before it. There are the two Hitachi SH-2 CPUs, a Motorola 68000 for audio, two video display processors, a custom sound processor, system management and peripheral control unit, and a system control unit for handling the A and B bus interface. Eight processors all accessible with relative ease. Making use of all of them efficiently is a challenge. Existing documentation on how to control and use all of this is from Japanese to English translation, with some errors and phrasing issues. I plan to make Saturn development much more readily accessible and have the information in a central location for developers. Eliminating the hurdle of learning the low-level inner-workings of the Saturn is a major goal of mine, while still providing the low-level information for the curious. I expect only a few tens of developers will ever want to do anything with the Saturn, even so I think that there's no point in making the entrance fee months of looking over documentation to discover how to change the colour used when blanking the display for those few tens of developers. As for the game; I'm planning on an action game set against a cyber punk backdrop. It's a very ambitious game, which is why I'm going to be creating a series of smaller games in the lead-up in order to familiarise myself with the Saturn and its limitations. Updates will be coming, albeit slowly as I negotiate the hardware.
  4. You will need to install the libraries which SFML is trying to reference.  I don't use Ubuntu, though it looks like you will need to use your package manager to get libxcb-image0-dev, libxcb-randr0-dev, and libudev-dev.
  5. Are you sure the SFML directory is under /usr/local/include?  You didn't copy the include directory to /usr/local/include, thus creating /usr/local/include/include/SFML accidentally?  The only thing I could think of other than that is /usr/local/include isn't in the list of directories to include for some reason.
  6. I'm curious; how come you don't want to work on the Dreamcast anymore?