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F4lc0n

Member Since 04 Feb 2011
Offline Last Active Mar 11 2013 06:11 AM

#5033382 Where to go to learn 3D modeling...complete beginner

Posted by F4lc0n on 17 February 2013 - 09:17 AM

So with Unity 4 you create the animations in Unity rather then in Blender? Does it make a difference?




#5032542 Starting 3D Modeling - or sculpting? Advise please

Posted by F4lc0n on 15 February 2013 - 03:02 AM

Thanks for the input. I don't plan on working as a 3D Modeller but still I figure from your answers that I should neglect sculpting (tools) for the time being. I will try to find some learning material for Maya then, since it's an industrie standard and thus should work flawlessly with Unity3D and I will keep Blender as a fallback option.

 

Nobody mentioned tools like Cinema 4D, Cheetah3d, Modo or Lightwave - so I guess those are outdated.




#4774106 Having trouble getting XNA 3.1 code to run with 4.0?

Posted by F4lc0n on 14 February 2011 - 09:04 AM

This will probably come in handy if you get weird compiler errors and you are not used to the MSDN Library:

http://www.nelxon.com/blog/xna-3-1-to-xna-4-0-cheatsheet/


#4771306 C#: Moving images around a screen based on arrow keys pressed

Posted by F4lc0n on 08 February 2011 - 05:47 AM

Well Jimmy already got you covered, but your source code also seems to be messed up a bit. You have the summary of your loadcontent method inside your initialize method and the Texture2d should be a class member I think. I'm not sure what you want to with MaxX in the update but ok.

So you don't really need to change your draw method, only the update(). You need to adjust the spriteposition according to button presses.
Add a new class member
KeyboardState currentKeyboardState;
and in the update() check for key presses and update the position, for example:
currentKeyboardState = Keyboard.GetState();
if (currentKeyboardState.IsKeyDown(Keys.Right))
{
spritePosition.X += 1f;
}

You have to test different values here. And to find out how big your window is, well you already got it I think:
graphics.GraphicsDevice.Viewport.Width

So you should wrap another if statement and check if the spriteposition is within the viewport, and if not you do not increase the position any further.

I hope that helps a bit, but the best thing is to get some book on XNA or use the online educational resources over at the Microsoft page. There are a few XNA books freely available on books.google.com I think.


#4771303 Map for 2D RPG in SDL

Posted by F4lc0n on 08 February 2011 - 05:38 AM

Well I'm a Newbie myself but you have to go with a Tile Map and I don't really know why it should not be able to draw big maps. I mean your drawing code should always only draw the visible portion of the map.
You can check out tiled (mapeditor.org)- so you already have a mapeditor and you got the assets. And you can still have transitions between the maps - even Diablo did have those.


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