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Member Since 10 Jul 2011
Offline Last Active Feb 17 2015 06:56 PM

Posts I've Made

In Topic: GUI layout algorithms

17 February 2015 - 06:56 PM

I'd generally be much more inclined to go with a simple hypercard-like stack paradigm, with manual placement of controls, and some ability to adjust for different screen sizes and aspect-ratios.

In my defence, it's a strategy game I'm working on (think Advanced Wars). As I said, at minimum I'd want an easy way to arrange widgets in a row or column inside some rectangle (a row of buttons for a control panel, a column of unit names for a unit list, a row of two or more columns of text fields in a statistics screen...). The last time I manually placed widgets in a game (rather, manually computed their locations) it got pretty tedious. Widgets with manual locations might work better if I had a visual editor, at which point I might as well integrate CEGUI or something that already comes with an editor.


That said, I've been thinking about how far I could go if with proportional positions and sizes (either relative to the screen or a parent widget).

In Topic: How to write down open world Story?

13 November 2013 - 06:56 PM

In your typical open world game there are several triggers" (people, signs, etc.) scattered around the world that the player can use to start a plot thread, or "quest" as many would call it. The quest's plot would be advanced by the player's actions. Some quests could have branching, where the player can do different things to do get different outcomes in the quest's plot. Quests may also change the world some way, which may include the availability of other quests.


For your example, you would write several stories, each triggered from a different place in the world. One of these stories is the main story, and the player finds it by following the hint given at the beginning. One other story/quest may be the one that starts the player on the path of becoming the bad guy.

In Topic: Any other libGDX users around gdnet?

30 October 2013 - 07:03 PM

I've started looking at libgdx this month.


It piqued my interest mainly because it's supposed to have a built-in GUI library, something sorely lacking in many game libraries. Its documentation leaves something to be desired though. For example, setting up a UI apparently requires you to initialize a Skin, which is defined by a texture atlas and a JSON data file, but I haven't seen an explanation on how to write this data file. I get the impression that most users are copying the skin data file and texture atlas from one of libgdx's example projects and just tweak the atlas.

Edit: No wait, the Skin doc is right here. A bit sparse, but not completely hopeless.


libgdx also seems to have had an update to its API, so a few online tutorials are now out of date.

In Topic: Big pipe dreams?

23 August 2013 - 03:40 PM

Have you considered starting a developer journal instead?


Mentioning your specific game to provide context is fine, but I admit to being put off by posts in the Game Design section that ask about things that are very specific to one's game ("Please review my design document!"). A journal gets around that, since it can be as specific about your game as you want it to be. Plus you can make it into a general log of your development, especially when your ideas evolve over time.

In Topic: Really, Google? Really?

08 July 2013 - 04:59 PM

Didn't English spelling kind of morph like this anyway before the invention of dictionaries?


With that perspective, it's like Google is taking spelling back in a way. tongue.png