• Announcements

    • khawk

      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.

i deal napalm

  • Content count

  • Joined

  • Last visited

Community Reputation

145 Neutral

About i deal napalm

  • Rank
  1. With Visual C++ Express, you pretty much have to go with "Windows Forms" with "Managed C++". The sites codeproject and codeguru have a lot of code that can be used as bootstraps or examples. My editor is still old-school Windows/C++/MFC, but I have started to port it to Windows Forms/Managed C++. I'd be happy to give you the source to this. It's experimental code, but it might help you get started. Edit: the above post has a point too. If you're just getting started, C# is something to consider.
  2. No, you definitely don't need to write your own. Three good alternatives are Lua, Python, and AngelScript. You can google for any of these to find good info for getting started. I use Lua myself.
  3. OpenGL

    The "standard" windows libraries (kernel32, gdi32, user32, ...) are linked in to all projects automatically in the Standard and Pro versions of Visual C++. You can make this happen in express by editing a config file. I don't remember the name of it now. I think the file extension is ".vsprops". When you find those files, you'll see one called something like vcexpress.vsprops. Open that file and it'll have only kernel32.lib by default. There is another file, if I remember, called vcstandard.vsprops. If you copy the "standard" settings to the "express" file, you don't have to worry about link errors like this anymore. Edit: Oh. Check the link above. Maybe that's where I found this out in the first place :) [Edited by - i deal napalm on September 19, 2006 11:47:54 AM]
  4. Check out the DXUT source that comes with the DirectX SDK too. DXUT is a GUI used for the DirectX samples.
  5. That thread load_bitmap points to is spot on. Man, that would have saved me a little typing. Good luck dude.
  6. You can't use a member function as your WNDPROC. However, you can get the effect you're looking for using a global-scope WNDPROC, a parameter to CreateWindowEx, and the SetWindowLongPtr function (I'm doing this from memory, so there may be typos.) <code> LRESULT MyWndProc(HWND hWnd, UINT message, WPARAM, LPARAM lParam) { cNocturne * pN = NULL; if (message == WM_NCCREATE) { LPCREATESTRUCT lpcs = (LPCREATESTRUCT)lParam; pN = (cNocturne*)lpcs->lpCreateParams; SetWindowLongPtr(hWnd, GWL_USERDATA, pN); } else { pN = (cNocturne*)GetWindowLongPtr(hWnd, GWL_USERDATA); } ASSERT(pN != NULL); return pN->MemberFunctionMessageHandler(hWnd, message, wParam, lParam); } </code> You pass the cNocturne* parameter as the 'lpParam' argument to CreateWindowEx--it's the very last parameter. Good luck.
  7. Thanks for the replies. I started to implement a method ResourceManager::EnumerateResources(ResourceType type), but I kind of fear it. I may use a build step that generates the editor configuration file, instead. It's good enough extensibility and maintainability for me. Not so good for players creating custom maps. Maybe that can be addressed with an "Import Custom Terrain Textures..." feature in the editor.
  8. Should a resource system allow enumeration of resources so that an editor may know, for example, what terrain textures are available? Or, should there be an editor configuration file that lists resources to show in the editor's UI? Anybody know what common practice is?
  9. Check out this link. It was very helpful for me. http://www.opengl.org/resources/code/samples/glut_examples/texfont/texfont.html