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Member Since 14 Mar 2005
Offline Last Active Apr 19 2014 11:43 PM

Posts I've Made

In Topic: Is this incoherent?

10 October 2013 - 01:49 PM

Thank you for all of the great replies!



Flesh them both out and make them compliment eachother. One way to ensure that one isn't outdated by the other, is to create some interdependency. I.e. to make the most out of the Side-Scroller, using the world map would give some benefit and vice versa.


This is exactly what my current mindset was as well in order to make them more meaningful as a pair. Originally I thought of if it was possible to have an "infinite sidescroller" type of thing, which terraria 2 is going to do. But then this seems almost impossible to have "macro" actions and things like wars between 2 kingdoms (as the only relationship is if they are directly next to each other or not on a side scroller map). That is why in order to have more complex macro things going on, like kingdoms going to war on the world map, npcs running trade routes, etc, I was leaning towards a world map, allowing the player to "enter" and interact with any of those macro world events happening(entering a battlefield, attacking a caravan,etc).

In Topic: Attaching object to mesh outline

24 August 2013 - 03:52 PM

So I am using bones, but I thought it'd be easier to just have one point in the center of the character be the point that is tracked in relation to the wall. This way I can just make the animation look like it is climbing the wall without having to worry about all the limb colllisions etc. The cave walls can curve into an overhang too, so I don't think I can just cast in one direction since the wall you are climbing can vary if it is left, up or right.

In Topic: Unity vs XNA

19 July 2013 - 09:09 AM

I started living by the adage "Make games, not engines". I would spend months making an engine to make a game in my head, and get burnt out because I wanted to make games, that is why I was writing the engine in the first place. Unity allowed me to save months and start working on a ACTUAL game idea I had the day I had the idea. I am creating levels, writing scripts and gameplay, all on day one. It would have taken me 3 months at least to get to that point in XNA. I think it is still good to have that knowledge to be able to write an engine from scratch(a basic one) to understand how everything fits together, but this can be seen as a side project, not a "I have to finish this crappy engine to make a game" type of endeavor.

In Topic: Unity vs XNA

17 July 2013 - 08:41 AM

You should keep in mind though that Unity has an amazing asset store that will allow you to purchase tools that will shave off months of development time. I spent $100 dollars on a 2d skeletal animation editor, 2d volumetric lighting, a full blown tile editor, and more, which would have taken months to do on my own. "Make games, not engines" as the saying goes, so it depends on if you want to focus on making games or the stuff you need to make games, which you will have to do with XNA(Though XNA is still really awesome). Just my 2 cents.

In Topic: Digging Tunnels In Map

25 June 2013 - 09:50 PM

So basically, the user would draw a curved line over the map, and based on what the curve looks like over a given tile, you would use that tile for that part of the line. That is a pretty good idea, though it would take a decent amount of tiles to be able to have a wide enough range of curves I suppose. Thanks for the idea!