1,428 reputation
513
bio website http://-
location Switzerland
age 29
visits member for 2 years, 2 months
seen Jul 5 at 17:20

i like turtles... and music, games, coding... and dungeons and dragons XD


Aug
3
revised How to get smooth transition within slick?
added 1137 characters in body
Jul
31
answered How to get smooth transition within slick?
Jul
31
answered Stop map from scrolling but let player still move?
Jul
27
awarded  Autobiographer
Jul
26
comment Finding the right directory structure for version control
It's not a matter of size, more a matter of using the right tool for the right job. If you have very few assets it may be overkill to use multiple versioning systems, but when you have a lot of assets to manage, it would be wise to use a seperate system. Take a look at alien brain for example: alienbrain.com . As it is designed specifically for that purpose, it is much easier to manage and work with the asset library and gives you some useful tools. You could make a web application only with textfiles as data store, but most likely you would chose a database to store your data in.
Jul
26
comment Finding the right directory structure for version control
I though agree on the generated items. I also tend to only store the basics and generate everything as needed from the base assets, as this ensures, that I have always the most recent version of the assets, my artist created (provided I updated the assets folder).
Jul
26
comment Finding the right directory structure for version control
In traditional versioning, sounds, images etc don't count as source but as binary file. Most SCM can story binary files, but they aren't optimized to be used like that (we even had guidelines at my old employer that forbid the storage of binary files in SVN). I only keep small assets, that I use for game testing and tools in subversion (so developers can check out the source an run it). Assets (artwork, graphics, sound, levels etc.) should be managed in a sepearte control system (specifically for binary files or assets). I currently have the seperate control system "Copy to FTP folder" ;)
Jul
24
answered How does changing weapons and character animation in 2d games work?
Jul
24
comment How to handle a Block World like Minecraft
Take a look at the minecraft wiki: minecraftwiki.net/wiki/Chunk
Jul
24
comment Writing a Massive Multiplayer Onlinegame by Own
With the given information it is not easy to tell, because even if you don't count in creation of assets, quersts etc. you have to layout your engine to support these. Most likely you would have to take quests, used assets and graphics effects into account, when creating the engine. Otherwise you end up with a selfmade engine, that doesn't fit your needs. Based on your question it is not even possible to determine, if it should be 2d or 3d. With the current information I would say a good answer would be "long".
Jul
23
answered Effecient tilemap rendering
Jul
23
awarded  Critic
Jul
23
comment Map tile terrain transitions with 3-4 different types
As for the graphics I used, some are selfmade (noise filter in paint.net wohoo) and some are from a tutorial about tile mapping. I can't find it currently, but I will also add a link to that resource, as the article really started my interest in tile mapping (also, the tiles are pretty nice and are public domain, as far as I remember).
Jul
23
comment Map tile terrain transitions with 3-4 different types
I finished a basic version of my mapper. There are still some quirks and the used blend set is currently not very representativ (professional), but it should work as an example. Until I update my answer, I want to share two videos showing the mapper in action (used two different blend sets): youtu.be/l8PfO2eLaNc , youtu.be/V91KDzWwO24 . These are the tilesets I used: imgur.com/a/Cx8Cs . In the videos I first first drawn some tiles, but later I try to recreate my example from above. I'm also switching the max layer rendered, so you see how the renderer handles every layer.
Jul
19
comment Map tile terrain transitions with 3-4 different types
Like I said, I will add the output as soon as I'm finnished... Though I added a small schematic image, that explains how I tackle the multi terrain problem. I hope it makes things a bit clearer. But the output itself strongly depend on the graphic assets (and as I am no 2d artist, my demo won't look as professional, as you could achieve with this technique).
Jul
19
revised Map tile terrain transitions with 3-4 different types
added schematic gfx and explanation for the rendering
Jul
19
comment Map tile terrain transitions with 3-4 different types
The professional look depends on point of view. I find it quiet appealing, but it looks kind of retro. But the "unprofessional" look you mentioned is because of the assets and maybe the transitions, and not because of the technique that was used. If you have a very talented gfx guy (or girl), the output can be very nice.
Jul
19
comment Map tile terrain transitions with 3-4 different types
Yeah, I would like to do that, but currently I'm in the middle of the refactoring and I wiped all outputs I made before, so I would need to create the output by hand in paint.net or something similar. I think I should find the time this weekend, to complete my refactoring. Then I can add some screens (and maybe also a video) showing what exactly happens in my implementation.
Jul
19
answered Map tile terrain transitions with 3-4 different types
Jul
18
comment How do I get level design practice?
Removed the unnessesary clutter and added 2 examples for casual / puzzle games