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About Ultrahead

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  1. New video ...   [media]http://www.youtube.com/watch?v=yjZnKEaEfZ8[/media]
  2. The Asset Pipeline Editor

    New video ...   [media]http://www.youtube.com/watch?v=yjZnKEaEfZ8[/media]
  3. The APE on IndieGoGo

    New video ...   [media]http://www.youtube.com/watch?v=yjZnKEaEfZ8[/media]
  4. The APE on IndieGoGo

    Finally, the campaign for the Asset Pipeline Editor is live at http://igg.me/at/theape   [media]http://www.youtube.com/watch?v=Lv5hzLyCEy4[/media]   Hope you guys back it 
  5. The Asset Pipeline Editor

    The campaign for the APE is now live at http://igg.me/at/theape   Hope you guys like it and support it!
  6. The campaign for the APE is now live at http://igg.me/at/theape   Thanks in advance for your support!
  7. Unity Your favorite Game Engine

    Thanks for sharing it here: http://www.gamasutra.com/blogs/PedroGuida/20140114/208519/So_XNA_is_dead_now_what.php
  8. Part 6 is here:   http://amapplease.blogspot.com/2013/12/the-asset-pipeline-editor-part-6.html
  9. Monogame Resources

    For those of your starting with Monogame, please also have a look at this thread: http://www.gamedev.net/topic/651102-upcoming-tool-the-asset-pipeline-editor/
  10. Monogame Resources

    http://www.monogame.net   Please also check The APE ...
  11. The APE on IndieGoGo

    As part of a content-pipeline tool I'm developing called the APE, I've also developed a command-line app called APEBuild:     You can get more info about it here: http://amapplease.blogspot.com/2013/12/the-asset-pipeline-editor-part-5.html   Also, check this thread for more details: http://www.gamedev.net/topic/651102-upcoming-tool-the-asset-pipeline-editor/   ~Pete
  12. As promissed,the post is here: http://amapplease.blogspot.com/2013/12/the-asset-pipeline-editor-part-5.html
  13. Take a look of my upcoming tool, the Asset Pipeline Editor, here: http://amapplease.blogspot.com/
  14. Unity Your favorite Game Engine

    Unity is great but sometimes it feels like it was originally meant for artists. For large projects, the entity-based model could collide with OOP which can make programmers' life a pain. Debugging is not easy. Not always you can have control of your game's execution from code. Creating custom shaders is not straightforward. And you'd eventually need extra cash to buy plug-ins to fill the gaps.   Don't misunderstand me, I use Unity a lot. It has a strong community, it's indie-friendly and I'm happy with the way it evolves, but sometimes, when requirements don't allow me to use it or when I need more control over code and or get my hands dirty with low-level coding, I look for other solutions.
  15. Hey, great questions.   They deserve a proper explanation on my blog but I'll answer them briefly here:   1. "APEBuild": yes. In fact, when I designed the APE i thought of this use case; this feature was a corolary of the way I designed the tool in order to test import/write units before promoting them to the editor. As a matter of fact, project files contain all needed info to build assets. So, when you call the APEBuild you eiither indicate whether to build the whole solution or specific projects.   2. Repository: in the way the APE works there is no need to watch files, since compilation/build actions in the editor need user interaction (press a button, etc.) and it handles raw files as opposed to source files. Let me explain it a bit better: when you add a file, the editor copies the source file to the solution's repository and add a raw file in the solution tree. Thus, as long as you change the source file in the repository, next time you build assets this updated source file will be loaded, processed, and so on so forth to obtain the asset file. So, if you have say a mono sound.wav file on the repostirory and then you manually replace it with a stereo sound.wav file, the later kicks in for next builds.    3. Processing: the APE will not replace production tools like Photoshop, Sound Forge, and so on so forth. So you will need to create your source files there: jpegs, wavs, mov, etc. What the APE provides is a way for you to indicate how to convert them to the file format you need for your games. In case the built-in import/write units or the ones provided later on by me and or any other user are not useful to you, then you can implement your own with full control over them. So, if you want to implement a processor that converts WAVs into OGGs, you can go ahead and do it with ease. What about resizing a texture? Sure. What else? Everything you can imagine of that can be achieved by setting parameters on a property grid. For example, for the case of XNA'ers, in part 4 of the series I show a processor with many features that pre-multiply alpha, resize textures, changed formats and so on. To sum up, to create source files use production tools, to convert them to game assets, use the APE.   Thanks for your smart questions. Hope you like the answers. More in my blog soon ...
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