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1561
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Developer / Technical / Re: Lighting/ (Fog of War)
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on: July 06, 2011, 08:53:48 AM
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I guess the easiest solution is to just draw everything in normal lightning, then draw a black opaque circle gradient over it which in the middle is transparent, so around the player everything will be lighted, but the farther from the player the darker everything would be.
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1565
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Developer / Art / Re: Android pixelart apps?
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on: July 04, 2011, 02:18:24 AM
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No, there isn't any. And I doubt it will be in the future. It's just too uncomfortable to do pixel-art on smartphone. Maybe there's something for the tablets though.
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1566
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Developer / Technical / Re: Delta Time issue
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on: July 03, 2011, 02:32:37 AM
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I would set it some value so this is always true: player.max_y_velocity * delta_time < tile_size (if your update code is something like: player.y += player.y_vel * dt) Which essentially means that the player won't be able to travel distance longer than the tilesize in one frame/update. So it won't happen that the player would teleport under the platform.
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1567
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Community / Tutorials / Re: Creating a game - article series
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on: July 02, 2011, 10:58:48 AM
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Very good articles. Maybe I'll finally finish some game  Btw, I'd suggest using Git or Mercurial over SVN as the cooperation on coding is then much easier and faster - easy branching/merging etc. There's also a lot of free repository hosting sites like GitHub which are very friendly to newbies.
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1568
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Developer / Technical / Re: Torque 3D 1.1 and Torque 2D - Opinion?
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on: July 02, 2011, 06:11:02 AM
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I may get flamed for this, I dunno but.
I think UDK is a poor choice. I mean unless you are not planning on making a profit with it or something. The worst licensing out of all the engines brought up in this thread.
Also, last time I checked you just get UnrealScript access with UDK.
Why you think it's bad? You pay nothing when starting. When you have finished your game and you're gonna release it, you pay 99USD and then 25% if you get more than 50k USD sales. If you don't get more than 50k profit, then you pay just the 99USD and that's all. Thats 25% royalty rate. In other words they take away 1/4th of your profit for the lifetime of the product, if you make over 50k USD in sales. I find that rather absurd when I can pay a flat payment to Unity3D and be done with it. I can also pay nothing with Unity3D for up to 100k sales. You know, I'd be totally happy if I ever made a game which would make more than 50k sales. I don't care about some royalties until then.
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1571
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Developer / Technical / Re: The grumpy old programmer room
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on: June 27, 2011, 03:12:50 AM
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Yeah, that's it. VC++ lets you use some standard functions for example without including headers - string, iostream, memory.h (I think that's the name), stdio.h, fstream...
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1575
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: June 24, 2011, 10:41:14 AM
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 Just a doodle, really. I have no idea how this would work in a game. Ideally I'd like all the colours be dynamically swirling around and moving, but would have to research how I would go about programming that in AS3. Use a real programming language :D (just a joke obv, though with C++ you wouldn't be limited really)
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1579
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Developer / Technical / Re: Torque 3D 1.1 and Torque 2D - Opinion?
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on: June 17, 2011, 04:55:39 AM
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I may get flamed for this, I dunno but.
I think UDK is a poor choice. I mean unless you are not planning on making a profit with it or something. The worst licensing out of all the engines brought up in this thread.
Also, last time I checked you just get UnrealScript access with UDK.
Why you think it's bad? You pay nothing when starting. When you have finished your game and you're gonna release it, you pay 99USD and then 25% if you get more than 50k USD sales. If you don't get more than 50k profit, then you pay just the 99USD and that's all.
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