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mk.jr.fan

Member Since 16 Jun 2012
Offline Last Active Mar 24 2015 04:11 PM

Posts I've Made

In Topic: To scale or not to scale?

12 March 2015 - 01:55 PM

I think it depends on the style and approach of the game (which you can decide smile.png)
Do you want it to be realistic, then scale everything like/ similar to reality. Or if you go for fun, play a bit and "highlight" things with bigger scale as you like.

 

 

If it was more cartoony or pixelated style, would it look weird if a bass was the size of a boat? Or could it possibly make sense that underwater the fish look bigger and then once they are reeled up they become smaller?


In Topic: What are the possible ways of making a level editor?

19 January 2015 - 06:16 PM

@TheChubu: Thank you for providing me with a base for my research.

 

@braindigitalis: That's an interesting post I'll definitely be looking through that.


In Topic: What are the possible ways of making a level editor?

18 January 2015 - 02:17 PM


Read the image, fetch pixel by pixel, assign tile according to color. If your maps are 50x50, you'd have a 50x50 image, each pixel having a specific color that corresponds to a specific tile. That way you could "draw" maps with paint or anything really.

 

I'm having  trouble looking for tutorial or information on how i would be able to go through each pixel in an image. Is there somewhere you can point me to or give me a key word to look up?

 


This has nothing to do with your question, and you dont have to answer this if its a private project, but whats the game???

 

No problem, it's basically going to be a fishing game that I was going to use to work on making collision checks more efficient.  The game world is divided up into a grid that is used to detect collision. The collision grid basically sorts where the location of each object to make a collision detection more efficient for smaller moving objects.


In Topic: What are the possible ways of making a level editor?

18 January 2015 - 09:34 AM

I've done that before, but using MS Paint to make maps for my game was a very annoying process, as it was hard to remember what the different colors meant when I had more than five or six.

 

 

Would you have any tips on how I could dissect an image in java to use it as a level?

 

 

 

A simple way I've gone about it, when designing levels, is to just store all of the object locations to a file and read from it when it loads.

 

 

Are you suggesting I make a text map that has numbers and letters to represent what each block on the map represents?


In Topic: Sfml or Libgdx (C++ or Java)?

01 November 2014 - 10:37 AM

@rip-off Yeah I guess your right. If I want to make it the best I possibly can I should go with what I'm familiar with. But I was wondering does it make sense to continue learning C++ while working on the game in Java?

 

@Glass_Knife Although I probably wont be buying the book (I'm broke), that is a pretty nice compilation of tutorials!


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