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About mazdaplz

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  1. thank you very much friend, the shader part really doesn't interest me as much, and it was not tessellation what i was looking for but rather thanks to you i found out that the method i need here is called triangulation, i am researching now something called triangulation by ear clipping, which i plan to implement soon!
  2. i want to program something like the terrain in ubiart framework; minute 2:08 on this video you have like a line of vertices that you can modify and the game generates automatically a mesh based on the topology specified, it even mixes the textures how would you go about doing this with vertices and triangles? i am at a loss... anybody have any clue as to how you would go about doing such a thing??, i'd very much appreciate any information or experience you might have! thanks in advance
  3. african and caucasian is not the same ethnicity, but in 2014 people are mixed enough that the lines are blurred a LOT most american caucasians have a good percentage of african genes in them, you just can't tell while a thing like this might be useful in a game simulating the past like age of empires, i still fail to see the use here
  4. by the way i would NOT go the ethnicity route, you can set something like that up for eastern and western MAYBE, but in reality - look here these girls are twins, one is white and the other black. yet they have virtually the same genes so how would you go about classifying them by ethnicity? their faces are shaped nearly identical. don't bother with ethnicity variables, is what i would advice
  5. look at how pro evolution soccer 2014 from konami does it, you have some face attributes - brow height eye separation upper eye limit lower eye limit nose length nose width mouth width mouth position face width face length skull depth then you only have a few types of nose (aquiline, straight nose, curved nose, round button nose, split nose) only a few types of eye (asian-eastern and occidental-western) this way you can create any player, from messi to park ji sung to mario balotelli. your best bet is to make the actual faces render in 3d this way, and then use no anti aliasing, and only linear filter so that everything looks like 2d pixels. this is the easiest way to make it in the way you talk about IMO - unless you want to use sprites instead of 3d but that will be more limiting and more difficult to mix and match not to mention you will use a lot more memory check out here how konami did this: there is a few simple vertices that you can move around that will affect the actual models somehow, via splines i reckon but i am not really sure how. instead of rendering realistically if you use no filtering and no anti aliasing it will look like a prerendered age of empires 2 portrait.
  6. mazdaplz

    XNA/Monogame background resources

    ok well if anybody is interested i answered my own question: there are a couple of things that are currently wrong  -for starters i was using the NEW command in the draw loop, making a new rectangle each frame, and that was messy  -the reason my background is so heavy in my app is because i have a split screen multiple camera setup going on and so drawing the same on each screen gets messy - might have to live with that   -to make stuff even more nimble i should be trying to tile my backgrounds if that's what i end up doing through a shader instead, it seems it would be much faster.       i also did a bit of research on the engine from ubisoft's rayman, it is actually a 3d engine with geometry just like i thought, but it has a fancy lighting system on it - there is distance fog and other effects that look great i guess the textures are drawn at something like 512 or sometimes 1024 for stuff in the foreground with a good looking texture filter     the great thing about ubisoft's rayman engine though is how easy it is for the artist; it looks something similar to use as gamemaker or unity but even better  
  7. so i have a monogame/xna project which i load a background onto; my background image is big so i am using an HD image in PNG format - it seems to be draining my FPS to just 30 from the 60 it should be running at - i did a little bit of research and it would seem like the most common solution is use tiles, like a SNES game would - but then i go look at some contemporary 2d games in particular rayman legends from a year ago... and it is so beautiful i could cry - i can tell those are not tile map back grounds, how do i get backgrounds like the ones in rayman legends? is it about using 3d planes with an actual depth buffer for the camera? i am not sure how to get good results without murdering my framerate i'd like it to be 60 at least.
  8. yes it is the first game i will try to helm professionally for sale; i have worked on independent titles before though as part of a team, but this is no small undertaking; i appreciate the suggestions - i really want to work with GLFW but i really really need the major console support; at least 1 of them at any rate the game i'm planning to make isn't impossible to port over or anything, i won't be using any fancy libraries for anything; just some opengl eyecandy which i can do with either lib/ -kburkhart: yes i know about game maker studio, i used to code for it in late 2006-mid2008 but an interpreted script isn't as good as actually compiling the language (it is a made up language, gml?)  it is a little bit buggy working on it; it's great for learning how to make games and you have to applaud the community which is great (i kept being a regular visitor of the game design forum for years after even when i wasn't actually coding-) there's some great theory to be learned about game design and theory of programming; but i think once you practice a lot with it it's time to move on, it serves its purpose of learning tool in excellent fashion i'll say. but i'm trying to avoid all of those artist-focused apis like gamemaker and unity. right now i need something that is as fast and as low level as possible and probably a bit more secure than your standard GML language application
  9. here is how they stack by category and how i came up with the solution the three i considered at the end:                         SDL        monogame      GLFW flexibiblity         4****         3***                5***** portability         3***          5*****              4**** features           3***          5*****              2** accesibility       3***          4****               2** speed              4****         4****               5***** flexibility is how far you can push them beyond their intended usage - since monogame is XNA it is a bit restricted and comes up the loser with 3 starts portability is how many systems i can port the app to, instantly- monogame the clear winner. features is how much heavy lifting the program does, xna is a very useful library so i give it the edge here. GLFW is VERY bare bones. accessibility is user friendliness. again the edge to monogame. speed is how much the library gets in the way of your programming, how cumbersome the library is. edge goes to GLFW though not by a lot.  
  10. alright guys thanks for all the help i think i came to a conclussion, which may or may not help others on their choice but this is what i am going for; so after considering many of your suggestions seriously, i game SFML a try. it's not bad! i was kinda liking it - then, i decided to see what others had done with SFML... what a dissapointment! all games are amateurish at best! then checking out SDL they have valve backing them which is great! and you have portability to mobile and mac/linux. so really SDL is the more sensible choice, but it doesn't do as much out of the box. so if you're going to go through all the hassle then why not just use opengl by itself? so i researched that end and came up with http://www.glfw.org/ which just came out some months ago; i gave it a good look; it seems like a very good very low level library for handling the basic stuff;   after deciding wether to go low level with GLFW or just let the library do the gruntwork i realized that if valve had been putting their faith in sdl so they can get indie games on steam then there's really nothing wrong about relying on the API for a bit. after i decided that, the choice was easy; i gave monogame a last consideration and picked monogame as the api of choice. if i wanted to reinvent the wheel i would certainly go with GLFW, and dont get me wrong it's tempting for a perfectionist like me; but monogame now has ps4 support so that's what turned the tables and gave me a final desicion - monogame it is. i have to say sorry to hyperV - he was right all along
  11. hey there HyperV! thanks for the suggestions, i went through the feature list of monogame and haxe. haxe seems like a language that can output applications for mobiles and browser as well as windows. and the api seems rather crude, no window handling no scaling..   monogame seems quite promising, at least for windows and xbox360; but i really want to look to the future and develop for xboxone, playstation 4 (not yet supported), windows and the steam console that is coming up; i really don't want or need to develop for mobile platforms or browsers at all;   actionscript 3 is just... i'd rather go with unity lol. i don't think flash is that much different   just those solutions seem more mobile based and web based than what i want to do; my game idea wouldn't do well without real controls; touch screen isn't going to cut it for the gameplay i'm looking for at all     i was looking at SDL and SFML; maybe these would be a good idea? would these allow me to port my game over to PS4 or XBone easily? should i try and program for directX or openGL???  
  12. i am by no means new to programming, last year i spent quite a few months messing with carmack's code in quake2 in C and C++ i have also developed for XNA in C# in the past, and have developed homebrew demos for handheld consoles, my first programming language was turbopascal around 1997-1998. but programming is not all that i do. (i can do rendering, modeling, drawing, illustrating, spriting, etc, etc.) i think i have the skills needed to make a small game start to finish now (minus the sound, maybe).     it will be a 2d game (side view) will support multiplayer and pvp. should be cheat protected! and i plan to put it up on steam as an indie title, or maybe as a store game on consoles too if at all possible; but steam is my aim for now with the others coming hopefully a bit later     doing a bit of research on this i have given myself a headache, i just don't know what api is the correct one to make a 2d indie game for sale on steam that will allow me to secure the netcode and not limit what i'm tryin to do.   i am currently looking at unity, but it seems way to gimmicky and requires training much like an adobe suite application, you have to know where the buttons are, dealing with stuff they want you to deal with like layers (instead of setting different Z values) it just seems like more trouble than it's worth for me right now. on the plus sides, it seems it does save a little bit of time and the result is multi platform, is it really worth it? what sort of API would you suggest? i don't really want to deal with low level stuff like pixels and that kinda stuff, i'm not trying to reinvent the wheel. i'd hopefully use a library to handle the basics like drawing sprites and so forth, but i need a powerful and flexible platform so i don't have to worry about arbitrary limitations like limits on the sprite size (tryin to go HD) or a flawed and easily hackable netcode (though i still want some of the heavy lifting done in this area because i am a novice in programming multiplayer and securing data from clients onto servers)   what would you guys recommend? help an independent developer out so i can begin knowing i haven't made a big mistake!! if you're going to recommend a library, should i go opengl? i hear it's better than directx but i don't know if those will help me deal with the sprites, sounds... that's the kind of stuff i want a XNA type platform to work with (obviously not XNA because it's not current and not to be sold on steam)   i want a library to hold my hand and handle stuff like dealing with in-game windows, drawing the stuff, scaling. but unity is too much hand holding for me!!!! i think i'd like to be more free in my approach and work directly with code   i thank you for your time beforehand !
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