| bio | website | http://- |
|---|---|---|
| location | Switzerland | |
| age | 28 | |
| visits | member for | 1 year |
| seen | yesterday | |
| stats | profile views | 36 |
i like turtles... and music, games, coding... and dungeons and dragons XD
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Jul 27 |
awarded | Autobiographer |
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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. |
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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). |
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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" ;) |
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Jul 24 |
answered | How does changing weapons and character animation in 2d games work? |
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Jul 24 |
comment |
How to handle a Block World like Minecraft Take a look at the minecraft wiki: minecraftwiki.net/wiki/Chunk |
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Jul 24 |
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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". |
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Jul 23 |
answered | Effecient tilemap rendering |
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Jul 23 |
awarded | Critic |
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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). |
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Jul 23 |
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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. |
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Jul 19 |
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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). |
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Jul 19 |
revised |
Map tile terrain transitions with 3-4 different types added schematic gfx and explanation for the rendering |
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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. |
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Jul 19 |
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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. |
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Jul 19 |
answered | Map tile terrain transitions with 3-4 different types |
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Jul 18 |
comment |
How do I get level design practice? Removed the unnessesary clutter and added 2 examples for casual / puzzle games |
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Jul 18 |
revised |
How do I get level design practice? Removed unnessesary part |
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Jul 18 |
awarded | Commentator |
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Jul 18 |
comment |
How do I get level design practice? Ah sorry... Must be blind ;) I'll update the list (though the two from casual would fall in this category, if you rate elastomania as puzzle). |