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nick5454

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About nick5454

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  1. nick5454

    Use UML Instead Of Flowcharts

    I much prefer Enterprise Architect for UML or design documents in general. Not only is it graphical but it has document templates to generate it for you. I think they have about 100 different diagram templates. Enterprise Architect . For shops that insist of Visio ( as limited as it is ) EA can translate back and forth. They have tons of tutorials on the pages and their site to help you get up to speed quickly. Not insulting MS and VS which I use daily. Just i've been doing both for 10+ years and always go back to EA because it saves so much time.
  2. @Scouting Ninja If you see this as it's been a while because of me. Are you using Spline Essential or Pro. Essential is good enough, but Pro looks like you can create awesome effects really fast. The price is a little discerning tho. Just curious if the additional price is truly worth it. It does look like it is. Seems like fluid animations would be much faster to create with the Pro.
  3. Thanks for the awesome reply. I didn't see it for a while. I was thinking Spline because I saw it's reviews and looked good. I have Adobe CC, so I can easily use them. I tend not to use Adobe when I need because they're like the Microsoft of Art. So over-fluffed it's gets hard to get things done fast. I thought about Blender and I have some experience in Studio 3D. Made 3 models. I like the 3D tools, but since these are mainly zelda and side scrollers in 2d. I don't need anything devastating. Sounds like Spline it is. Note: I liked Spriter, but they shorted me because I use the mac. Menus are 80% working and I had to redo stuff a lot and would occasionally loose saves.Once you get used to that it was like Flash Animation on steroids. Again, thanks for the info. Sorry it took so long to reply.
  4. nick5454

    Question: 2D art animation software

    I use spriter. Think it costs $30. Allows me to attach limbs to bones and it creates the animation frames for me. I'm looking to see if there is anything better. Haven't found one yet tho.
  5. Currently I use Spriter to create my animations for my 2D unity game. Does anyone have a tool they like better? Not worried about cost under $3,000. Just want to make sure im using the best tool for the job. Thanks, Nick
  6. My questions is I have a female girl character, on the sprite sheet should be be full frame or manually rotate arms and leg   I plan on having several interchangeable shirts and shorts. Is it best to have the items split into torso, legs, arms, and head. or just have full frames of the character? 
  7. Did you turn on debugging on the phone? 
  8. Personally if it were me:   I'd go mongo to keep it light on the server side (linux, unubtu, mac) and you can either host your own server in the beginning which is easy with a macminivault.com with your own max. I use Fusion and point ip's to my node.js, mongo, and windows server.   Development:   PhoneGap is slow, has so many security flaws and in my opinion, sucks. In my previous company we did a test on all the major hybrid SDK's and found Xamarin was the best option as far as speed, development, and security. It was for a major bank.   If you're targeting multiple platforms web, hybrid, or both I would use Xamarin. It's c#, you can keep your web code in the same solution and you have Core function ( app code ) and then UI specific ( Web Views or native ). I have a game i'm working on which keeps all game logic in the core and I have openGL running on ios and Android using mostly the same libraries.   Xamarin converts both platforms to native code, adds 9mb to the deployment. For game game that's not much. You can also use side loading, not to be confused with a flash card.   I prefer mongo for object databases. For the BackEnd I would use "Service Stack". It rights all the plumbing code for retrieving data from a web service, so you can focus on your core and not write tons of communications layers.   I would also check out "CouchBase" as you can query from any language and platform and they manage all of the data for yo. It's used by world-wide companies so they are stable.
  9. I need to draw stars. I currently have a game in ortho 2d much like galaga, but now I want to know how to draw stars that are maybe 3 pixel diameter at most like the background in galaga.   Are these point sprites? or is there another type to keep the processing low?
  10. Thanks for both the answers. I'm using Xamarin for ios/android so reading the xml is pretty easy and I would assume I only ever need d. I plan on using the data to create my path and load these in at start up. Only about 10-20 will exist.   I wanted a path so I can use a time formula to see where in the path the monster should be and place him there based on the total time the path should take when updating sprites.   I also chose SVG, because I can use adobe illustrator to see the path visually until I have time to create my own, or search for a premade app.   If you can recommend a product that will produce a path of bezier curves visually and I can get points and control points from that to build a path in my code, that would be great also.
  11. I want to create a path in Adobe Illustrator, save it as svg format.   I want my game object ( monster ) to follow this pattern. To accomplish this I need to be able to read the SVG element (path) and calculate the point on the path based on time. This will be used in both android and iOS, so the libraries are limited.   Does anyone know how to read the path element below and calculate the spline. I figured I should create the spline object and grab a point from there.   But reading the SVG path is odd, wasn't sure if someone has done this before. I have seen one game example where they created a spline and had the object follow the path, so I assume all I need to know how to do is to create my own path objects from the svg element.   Any ideas, suggestions, or links is appreciated.   svg file text <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1024 768" enable-background="new 0 0 1024 768" xml:space="preserve"> <path fill="#FFFFFF" stroke="#000000" stroke-miterlimit="10" d="M223.6,308.9c159.6,11.7,136.2,111.7,159.6,11.7 c23.4-100,169.1,5.3,169.1,5.3"/> </svg>
  12. Actually I found this which uses a sprite sheet, so I can just modify the code and run with it. http://codecanyon.net/item/openglesopenal-sliding-puzzle-game-starter-kit/577119
  13. Here's what I have. The sprite sheet is 1024x1024 with 64x64 sprite squares. - (void)setSprite:(NSString *)fileName effect:(GLKBaseEffect *)newEffect { // 1 self.effect = newEffect; // 2 NSDictionary * options = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:YES], GLKTextureLoaderOriginBottomLeft, nil]; // 3 NSError * error; NSString *path = [[NSBundle mainBundle] pathForResource:fileName ofType:nil]; // 4 self.textureInfo = [GLKTextureLoader textureWithContentsOfFile:path options:options error:&error]; if (self.textureInfo == nil) { NSLog(@"Error loading file: %@", [error localizedDescription]); return ; } NSLog(@"Value of %f", 64.0f/1024.0f); TexturedQuad newQuad; newQuad.bl.geometryVertex = CGPointMake(0, 0); newQuad.br.geometryVertex = CGPointMake(64.0f/self.textureInfo.width, 0); newQuad.tl.geometryVertex = CGPointMake(0, self.textureInfo.height); newQuad.tr.geometryVertex = CGPointMake(64.0f/self.textureInfo.width, self.textureInfo.height); newQuad.bl.textureVertex = CGPointMake(0, 1); newQuad.br.textureVertex = CGPointMake(64.0f/1024.0f, 1); newQuad.tl.textureVertex = CGPointMake(0, 0); newQuad.tr.textureVertex = CGPointMake(64.0f/1024.0f, 0); self.quad = newQuad; } My problem is just displaying 2 frames ( square(0,0) - tile 1 and tile 2(0,0) )
  14. I had the problem of displaying the tiles correctly. I could display one, but my buffer arrays were incorrect. I'll try and find the source code and post it.
  15. Hi,   I'm looking for source code for a simple 2d scroller like mario brothers. Does anyone know of link where I can purchase the code? I don't need a complete game, just the basic engine to side scroll. I checked code canyon, but all they have is UIKit scrollers.   I want to use it on iOS iPhone and would rather purchase source code to move fast. I understand opengl for the most part, but am not sure how to draw tile maps in opengl. Just looking for starter code and I am willing to buy the source.   Thanks, Nick
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