zwanzig_zwoelf
Guest
'News' = 'upcoming horrible terrors'.You mean his game or the news?There's nothing to fear, except, of course, all the upcoming horrible terrors.
wat news
Was kinda sleepy when wrote that post, I guess.
'News' = 'upcoming horrible terrors'.You mean his game or the news?There's nothing to fear, except, of course, all the upcoming horrible terrors.
wat news
I believe it's been done in a SNES RPG? Might have some wonky corners, but otherwise it seems pretty legit.That seems like a iffy thing to do, forcing isometric on a top down engine.
Conversations, journal entries, some UI text. Fonts vary between language (e.g. chinese characters' speech is displayed with more brush-like font).Is this for like a Journal entry, or painting on the side of a building or...?
Well, for now my personal pick is this:I'd say either of the last four looks good, but particularly the last two because the writing is slanted and the characters feature small gaps that make it look more like actual handwriting. #7 looks a little childish with the irregularly aligned and sized letters and the typed "a" (compared to the other lower-case cursive-style "a"s).
Conversations, journal entries, some UI text. Fonts vary between language (e.g. chinese characters' speech is displayed with more brush-like font).
Yeah, it is shit. Even before you consider multiple aspect ratios, resolutions, and pixel densities. It's one of the main reasons I moved back to XNA (where I have a good homebrew API).Messing with fonts and GUI in Unity 3.5. It's a fucking mess to get working, I can't even think about shop system or more-or-less complex stuff.
Yeah, it is shit. Even before you consider multiple aspect ratios, resolutions, and pixel densities. It's one of the main reasons I moved back to XNA (where I have a good homebrew API).
Wizards of the Coast was supposed to release their D&D 5e licensing plans in Fall 2014 and the specifics at the start of 2015. There has been no information provided thus far.So are you still doing your RPG project? I was kind of enjoying reading your devlogs, but things seem to have stopped.
I'd love to eventually make use of kickstarter or patreon as a source of motivation/funding, but I probably need an artist on board before that would be realistic.
I'm amazed how well Fallout handled player pathfinding, considering the CPU speed of the time. Maybe the code compiled by early Windows C compilers was just that much faster than Visual Studio, I don't know...
So I borrowed A* pathfinding code from this guy (its free), and donated money to his favorite charity as he asked. Found a small bug, undetected there since 2001, despite the code being used by Relic in Company of Heroes. He fixed it.
Then I kept running into strange unexplained behavior clearly on his end... just unpredictable outcomes, extreme slowdown, etc. None of this happens in his 20x20 test maze, but it does happen in my 255x255 giant map, and I'm not even trying to get from one end to another! It's a very easy path, like 1/10 through the map...
So, I'm now writing my own A* implementation from scratch, using the fastest, simplest code possible. At least I will understand my own code. And will be able to debug it. And further optimize it.
I'm amazed how well Fallout handled player pathfinding, considering the CPU speed of the time. Maybe the code compiled by early Windows C compilers was just that much faster than Visual Studio, I don't know...