1,426 reputation
513
bio website http://-
location Switzerland
age 29
visits member for 2 years, 7 months
seen 20 hours ago

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


Aug
10
comment Design Pattern for Social Game Mission Mechanics
With the given information about your game it is hard to tell, what you should do, as the mission design is strongly dependent on your game logic. Also, I don't think that there is one design pattern, that fits for every case. You should look into game design itself and then design a system, that fits your needs. But in the current state, the question could be answered on a very wide scale, without even helping you. It's like if I would ask "What is the best practice for saving a game" without giving any more information. This strongly depends on your game and your architecture...
Aug
6
revised The Physics behind 2D Platformer Games?
reworded some sentences
Aug
6
answered The Physics behind 2D Platformer Games?
Aug
6
answered Tools for level (wireframe) design
Aug
3
revised How to get smooth transition within slick?
added 170 characters in body
Aug
3
comment How to get smooth transition within slick?
I added a simple example of the overloaded enterState call to make a transition to white and then to the other game state... Hope it helps
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.