Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


AaronWizardstar

Member Since 10 Jul 2011
Offline Last Active Nov 21 2013 04:52 PM

Posts I've Made

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libgdx also seems to have had an update to its API, so a few online tutorials are now out of date.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


In Topic: I'm Making A Lightweight GUI Toolkit. Suggestions And Criticism?

27 June 2013 - 09:13 PM

I'm not sure I understand when you say there can be "objects" and "action entities" in the GUI description language.

When you say "handles", do you mean something like DOM events?

Your description language will include CSS or its equivalent for styling, right?

What will you use for your description language anyway? HTML? Custom XML?

Having to compile the description language files first might be a bit awkward for some people. Some people might want to load the files on the fly, like scripts.

 

A suggestion: Please make it possible for me to write a custom renderer and resource loader/manager for your GUI so that it can go through my render and resource loader/manager.

Say I have an item sprite. I'd like to show it on the ground in the game world and inside an inventory screen. It would be nice if the GUI framework can use the same sprite resource as what I use when rendering the game world.

Take a look at how libRocket does custom renderers.


PARTNERS