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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 TheRealMAN11

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  1. Yeah, I would say go with Java. Since this is just a school project and you need it to be very cross platform. Pretty much anyother language would work as well but you would need to recompile probably. With java you can just compile it at home and run it at school. If you did not have that requirement I would say go with c++/lua or python (although python can do like java if you have the python intrepeter installed, java is faster though).
  2. Quote:Original post by Promit DSL is (or can be?) apt-based. Besides, they better be ready to get their hands dirty. They're going to have to modify the init sequence after the kernel is finished, as well as learning to do things like setting up a boot splash and kicking off X11 without a window manager, and without the command line ever appearing. (At least, if they want it to behave even vaguely like a console.) It looks like DSL is partally debian based. Also Voyage linux [http://www.voyage.hk/software/voyage.html] is debian based as well.
  3. Just a quick note. If I were you guys, I would look at using a modified version of Debian linux for the APT package manager. I am sure you could slim it down because there are versions of debian for handhelds and there are versions of the debian installer (of course based on debian) that can fit on a 50 mb cd. Note: the only reason I reccommend debian is for it's package manager, as damn small linux (or pretty much any version) will work fine for your purposes. APT and the debian comminuty just make things eaiser.
  4. Quote:Original post by Nypyren I disagree. I personally undertook several impossible projects when I was in middle and high school, and I learned TONS even though I never finished a single one of them. The experience I gained from that helped me get a good job at a game development company working on PS2, PSP, PC games. If I hadn't endlessly tried learning different things, I would be programming accounting software or static web pages or something equally unexciting. I am all for lying to the kids and all, I mean come on, santa claus! A true classic. But really, did any of your impossible projects involve creating a game console and a MMORPG to unset WoW? I am with JBourrie on this one. I "designed" a few games back in my game programming days (when I was like 13), and only one of them exists in any form today (a pong game). It's great to be ambitious, but under the guidence of someone more experienced you will always learn more than if you went out on your own. Kids, listen to your parents and other old people here on gamedev.net, they have been where you are and they know. This is something you will soon learn. :)
  5. Yeah. Those boost libraries are very helpful, you could also look into boost::spirit which is a parser generator library. If you want to do it your self, don't use the c style string searching functions (strstr, strtok...). Use c++ std::string searching functions such as find, find_first_of, find_last_of, find_first_of_not, and things like that. You can also write your own custom searching functions using std:: algos. I reccommend you look into the apache project's xml parser or if you really want to write your own (you seem to), use one the the boost libraries mentioned here.
  6. GCC (Mingw32 on windows) is a great C compiler as well (and c++ for that matter). If you are looking for an IDE to go with it I hear Eclpise is good, there is also Dev-C++ which is a little more light weight. Then of course there is my favorite, VIM, which is more of and editor than an IDE, but much more powerful than any of today's IDEs. Much higher learning curve though.
  7. You could also check str.at(0) which throws and std::out_of_range exception on error.
  8. As Barius said, you can't really just get a whole lua table. You would need to manually get the data from the table using the Lua API and manually store it in a class or struct. You could write a utility function to do this for you as well.
  9. There was an article on gamasutra about this a while back. Google reports the link as http://www.gamasutra.com/features/20050913/sigman_01.shtml.
  10. The C++ way to do this would be to use std::getline with std::ifstreams, if you want to read files in one line at a time. You could also read in your data directly from the stream into your variables. Perhaps you should invest in a good C++ book. I reccomend "The C++ Programming Language" by Stroustrup. Also see the C++ faq http://www.parashift.com/c++-faq-lite/. #include <string> #include <fstream> // ... std::ifstream file("myfile.txt"); std::string line; std::getline(file, line); // ...
  11. Quote:Original post by ZealousEngine Wait, did you say I can use ifndef for variables? Holy crap are you sure? And yes, I know global variables = slop. Please understand this is a central data store, and I need to do things this way (yes there are other solutions, but I need a pool of central data). All systems that acess this data are broken into seperate files, and thus only know about a SMALL portion of this 'glob of globals'. Its really a very neat and organized style, trust me. So whats ifndef# look like on variables? It would not be #ifndef for variables, you would use it with preprocessor directives. #ifndef SPECIAL_VAR #define SPECIAL_VAR int special_var = 1; #endif #ifndef GROUP_OF_VARS #define GROUP_OF_VARS int var1; int var2; int var3; #endif Some people reccomend using '#define thing 1' instead of '#define thing'.
  12. Quote:Original post by Anonymous Poster Quote:Original post by TheRealMAN11 Dude, it may look nice, but trust me... stick to your emacs. Leave kdevelop for the script kiddies... Now for your fancy class browser, you may want to look into ctags. It enables you to use emacs for class browsing in a more emacs way. Then you can tell all those IDE using lusers to suck your huge emacs balls as you browse over their mother's classes with your m@s+3r 1337 text editor. And don't call emacs a simple editor... it is just a text editor at heart, but it is by no means simple... Not to sound rude or anything, but have you recently switched to *NIX? You sound like these people who switched 2 hours ago and need to tell the world how l33t they are and how lame the rest of the world is. I agree that Emacs and Vi(m) are vastly superior tools once you master them, but there are nicer ways to put it than calling IDE users "lusers" and "script kiddies". Nah... I have been using linux since like 2001 or something (around the time rh7.2 came out, although I did not use it). I run it exclusively, except for when I want to play a windows game (rare). As for the rest of my post, I am just screwing around... it was late when I posted that... And it's fun to troll. :)
  13. Quote:Original post by snk_kid Quote:Original post by TheRealMAN11 Quote:Original post by Agony That would be considered a "typdef template", and is not supported in C++. Many people complain about this omission, and it might get added in the next version of C++, but for now, you'll have to live without it. If it was supported, though, it'd probably look like this: Your lack of C++ knowledge is showing... How do you thing the STL string container works? Observe: And you don't have a single clue as to what he's talking about do you Ok, I mis under stood what he was saying because of his example there. (And cause I had no idea what he was taking about like you said :) So yea, but you can do all that stuff without typedef templates, they seem useful but not absolutely necessary... Any way, thanks for clearing that up for me, cause I took this guy as a complete nutjob...
  14. Quote:Original post by James Trotter Quote:Original post by Eken Is there any C/C++ programs in linux that has the same capacity as Visual C++. I mean, so I can program, compile and run the program in the same program. Emacs. [grin] Seriously though, I actually use emacs, and even though you don't have all the fancy class view widgets and stuff that you have in VS, (I used Visual Studio .NET 2003 before), it works brilliantly. It's just a simple editor! And if you're afraid of makefiles, (I can understand you, they're quite ugly), there are plenty of alternative build systems which seek to replace makefiles with simpler systems. Scons is a good example. As for KDevelop, I haven't actually tried it myself. But I have been very curious about it. I meant to try it, but I just love working in emacs, so I decided not to. It looks very impressive, though. Dude, it may look nice, but trust me... stick to your emacs. Leave kdevelop for the script kiddies... Now for your fancy class browser, you may want to look into ctags. It enables you to use emacs for class browsing in a more emacs way. Then you can tell all those IDE using lusers to suck your huge emacs balls as you browse over their mother's classes with your m@s+3r 1337 text editor. And don't call emacs a simple editor... it is just a text editor at heart, but it is by no means simple...
  15. Quote:Original post by George2 Quote:Original post by ukdeveloper Personally, I'd say avoid KDevelop if you can. It's the pits imho, I prefer to compile with gcc on the command line. It saves so much hassle. That should be fun : KDevelop user : presses F8 You : gcc -c foo.cpp gcc -c bar.cpp ... gcc *.o -o foobar First take this flame retardent, or shall I say flame RETARD suit, you will need it. Posted by a true.... RETARD! Man... I use vim to develop my software, and I don't get any of that kdevelop cruft (which i used to love and adore until I saw the light). No one types out each complier command. Have you ever heard of Make? I personally use Scons which is even better. So when I want to compile I can type "scons" or if I am in vim I can type ":make" after setting it to use scons. Then it will jump the the lines with errors and such. When I want to run my program just do it... man. Get off your one world view mr know it all. We are not a bunch of retards using the command line wasting effort being error prone and typing each command by it self. User your damn brain! BTW, for all you non believers, vim supports most features of modern IDE's from code completion like you would not believe, to class browsing/function indexting, to source code higlighting, to code indetation, to tying your shoe, to screwing your mom. Vim is like the dark side of the source. Never underestimate the dark side.