Timeline for Using XNA to create an isometric tileset?
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Mar 25, 2016 at 0:12 | vote | accept | Kyle Baran | ||
Mar 21, 2016 at 9:32 | comment | added | Engineer | It's time you learned, if you want to be a games developer. Working with images both manually and procedurally is non-optional. It's like being a mechanical engineer and refusing to do technical drawings. | |
Mar 21, 2016 at 9:08 | answer | added | Engineer | timeline score: 0 | |
Mar 21, 2016 at 8:52 | history | edited | Engineer |
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Mar 14, 2016 at 2:38 | comment | added | Kyle Baran | I am incapable of drawing pixel art. | |
Mar 13, 2016 at 18:20 | comment | added | Pikalek | Is there a reason for doing this in code rather than using image editing software? | |
Mar 13, 2016 at 6:23 | comment | added | Kyle Baran | I'm rendering it as a quad, but then exporting it as a .png so I can use it as a sprite. | |
Mar 13, 2016 at 4:24 | comment | added | Jon | Please elaborate. If the phrase "texel alignment" doesn't mean anything to you, you probably need to do that. In terms of better ways, I'm not really clear on what exactly you are "generating". With this type of terrain, you can render a single quad (4 vertices) over and over again, swapping in the correct texture and world matrix/translation each time. Please let me know if either of these ideas sound relevant. | |
Mar 13, 2016 at 2:15 | history | asked | Kyle Baran | CC BY-SA 3.0 |