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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 adrian_diesel

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  1. Thank you, can you tell me on what platform are you playing?
  2. Connect: Classic is now available on Windows Phone 8. http://www.windowsphone.com/s?appid=06d28f4d-7379-49e7-b69c-a68a64433b8b
  3. Latest update fixes crashes on some android devices.
  4. Connect: Classic is a puzzle game also known also under the name of numberlink/arukone, but what really makes the game to stand out is the minimalistic user interface, with clean graphics. You can easily find what you’re looking for, whether it's the level packs, the settings or the store. The game is free to download and it has 1500 free levels organised by board size(from 5x5 to 14x14) and difficulty(easy, medium, hard). Hints are available if you ever get stuck.You get 5 free hints when you install the game. More hints and additional 1500 levels organised as 10 packs are available for purchase.   Google play link: https://play.google.com/store/apps/details?id=ro.AdrianAndZoe.ConnectClassic iTunes store link: https://itunes.apple.com/us/app/connect-classic/id796065955   Any opinions are welcomed.
  5. Thank you , changed to  glGenBuffers(1, &_vertexBuffer);     glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);     glBufferData(GL_ARRAY_BUFFER, cub.getVertexSize()*cub.getNumberOfVertices(), &cub.getVertexBuffer()[0], GL_STATIC_DRAW);          glGenBuffers(1, &_indexBuffer);     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);     glBufferData(GL_ELEMENT_ARRAY_BUFFER, cub.getIndexSize()*cub.getNumberOfIndices(), &cub.getIndexBuffer()[0], GL_STATIC_DRAW);      and it works
  6. Hello I'm using a obj loader in my ios app but it doesn't draw.   Here's the code i use to bind the buffers cub.import("coloredcube.obj"); for(int i=0;i<cub.getNumberOfVertices();i++) NSLog(@"%f %f %f",cub.getVertexBuffer()[i].position[1],cub.getVertexBuffer()[i].position[0],cub.getVertexBuffer()[i].position[2]); for(int i=0;i<=cub.getNumberOfIndices();i+=3) NSLog(@"%d %d %d",cub.getIndexBuffer()[i],cub.getIndexBuffer()[i+1],cub.getIndexBuffer()[i+2]); glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(cub.getVertexBuffer()), cub.getVertexBuffer(), GL_STATIC_DRAW); glGenBuffers(1, &_indexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cub.getIndexBuffer()), cub.getIndexBuffer(), GL_STATIC_DRAW); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(ModelOBJ::Vertex), (const GLvoid *) offsetof(ModelOBJ::Vertex, position)); and to draw i use  glBindVertexArrayOES(_vertexArray);    glDrawElements(GL_TRIANGLES, cub.getNumberOfIndices(), GL_UNSIGNED_INT, 0);   the the buffers returned by the ModelOBJ class are  std::vector<Vertex> m_vertexBuffer;  std::vector<GLuint> m_indexBuffer; The loader seems to work as i output the vertexs in nslog   if i use some static coordinates binded to buffers it works typedef struct {     float Position[3];     float Color[4]; } Vertex; const Vertex Vertices[] = {     {{1, -1, 0}, {1, 0, 0, 1}},     {{1, 1, 0}, {0, 1, 0, 1}},     {{-1, 1, 0}, {0, 0, 1, 1}},     {{-1, -1, 0}, {0, 0, 0, 1}} }; const GLubyte Indices[] = {     0, 1, 2,     2, 3, 0 }; What could be the problem?