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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 Apoxol

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  1. The ui would be the logical brdge between the two since it should already know of all the components.
  2. Can you post the calling code? Also where are you exporting the add_text method ? I am wondering if it is inlining it in your app and causing dll boundary problems. Templates and dlls can be quite a pain to keep in check.
  3. In visual studio there is a window called the "call stack". It shows you the nested calls that were made that resulted in your crash. You are crashing in STL which by itself isn't really helpful usually. What you want to know is what code you actually wrote is calling the STL and causing the crash.
  4. What is the stack from the crash? What is test.txt?
  5. One solution could be to generate dynamic atlases. Assuming that the gear on your character does not change that often you could iterate over the images used by all the gear for the current character and dump them into an atlas then upload and use that atlas. When the characters gear changes you can rebuild the atlas or since likely there will be some wasted space in the atlas you could just add new gear pieces to it until it fills up and then rebuild. You could take this approach even further and generate a larger atlas for the cumulative needs of characters on screen for a particular level. Though that assumes that the gear would be fairly static within the scope of the level. Hope that helps or maybe gives you some other ideas.
  6. Well printf specifically will require you to have a null terminator at the end of your data if you want to print it out. Otherwise you could print each byte out one by one. Null terminator: void* data = malloc(size+1) data[size] = 0; filldata(data); printf ( "%s", data ); This of course assumes that every byte data in your array has been filled in with string like data. Printing binary data with printf: int i; for ( i = 0; i < size; i ++ ) { printf ( "%02x ", *(((char*)data)+i) ); } Hope that helps a bit.
  7. Is the intention that X be the row and Y be the column? Just wondering if perhaps you have them transposed from what you intended? if(map[player.y / TILESIZE][player.x / TILESIZE - 1] == 0) Hope that helps.
  8. The problem is that you read the file size into "size" and then used different variable "stringSize" to read the data. Not sure what that variable is but it doesnt contain the size you just read in. So "stringSize" is probably unitialized and your overruning your buffer, which is causing delete to give you a nice warning. Ultimately, this is a long way of saying "Well the obvious answer is if stringSize is greater than size".