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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.

Bogdan Tatarov

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  1. I was finally able to solve it with ordering without any hacks. Here's how (if anyone needs it):   1. Get the tiles for each layer (z axis) 2. Get the ones that are free (the ones that do not intersect half way through with other tiles) 3. Sort the free ones right to left, top to bottom and insert them in an array with ordered ones 4. Remove the free ones from the array 5. Repeat step 2 until there are no tiles left. 6. Reverse the array with the ordered tiles.   Works like a charm.
  2. There are two problems with that solution: 1. There is an animation at the beginning that "draws" the level where tiles fly from all the corners of the screen. 2. I need to implement the same solution for the level editor. It may be a bit slow to re-render the entire scene every time new tile is moved/added but it gets the job done.
  3. I may be missing something really simple but given example 1 it will render A before B as its Y is lower. If I render top to bottom -> right to left everything looks okay except for situations like example 2.  
  4. Yes, that was what I thought at first (rendering right to left, top to bottom) but in this particular case the left tile is rendered before the right because its Y is smaller (assuming I'm working with top-left orientation). Just to say that if the tile is at X = 5, Y = 6, then it's rendered at X = 5, Y = 6 and X = 5, Y = 7.
  5. I'm building a simple Mahjong based game in Lua. I'm adding a simple perspective to my tiles on the bottom-left edges. I can successfully generate the level in proper tile order if tiles don't touch half-way using the following code: table.sort(self.tiles, function(tile1, tile2) if tile1.level_layer == tile2.level_layer then if tile1.level_y == tile2.level_y then return (tile1.level_x - tile2.level_x) > 0 else return (tile1.level_y - tile2.level_y) < 0 end else return (tile1.level_layer - tile2.level_layer) < 0 end end )     It works like a charm. However when I start implementing the half-way touching, everything fails. For example I cannot implement a solution for the following problem:     In example 1 is the way it should be rendered, but it gets rendered as example 2. Is there an easy way to implement such perspective?