Topic: The Screenshot Topic (Read 106132 times)

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Managing content is still a pretty big problem. I simplified things a bit by having a set variety of tilesets or sprites you can choose from, instead of just importing any tilesets. It's not very elaborate, but it does work for what I need the editor to do.
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What are you guys talking about? What does it mean to manage content? I'm interested in this
Play Raimond Ex (if you haven't already)


I'll not TAKE ANYTHING you write like this seriously because it looks dumb
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What are you guys talking about? What does it mean to manage content? I'm interested in this

If you are using XNA and want to target the 360, you have to work within the constraints of their content pipeline.  The jist of it is since the 360 only runs the .net Compact Framework, it does not have access to the same classes that you take for granted on Windows to load various file formats (images formats, sounds, etc).  To solve this problem (AFAIK, most professional games have similar systems in place to boil data down to a format suitable for the consoles), you place your content in the project's solution and when you build the project it builds the content as well into a generic format usable on both the 360 and Windows.

Managing content is still a pretty big problem. I simplified things a bit by having a set variety of tilesets or sprites you can choose from, instead of just importing any tilesets. It's not very elaborate, but it does work for what I need the editor to do.

Yea, I've been trying to enable the user to import any generic tileset.  My current solution is to have the editor open the content project and update it when a new asset is imported.  I have a feeling this may cause things to get out of sync at some point, but it seems to be okay for the time being.
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Yes. LIKE I SAID.

Ahaha.  :fogetlaugh:

Aight one more screenshot for inspiration.

HELLO WE R IN RM2K WORLD PLAYIN CAPTURE DA FLAG

lmao that's great!  it would be cool to put some flat RTP characters in there ala Wolfenstein or Xenogears.
keep posting...
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The One I'm going to do something like that now lol thank you yet again for inspiration to another gw'r. Except you will not need UT3 muahhaha *laughs evilly*

Brown if you don't do this I will be pissed off.
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*slinks back into the shadows*
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
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Overall, fairly unimpressive.
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Ahahah, but I gotta say I like it. Let's see how far it gets.
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I'm a little behind since I took a break from the game for uni so I'm playing catch up atm. ^^
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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has a girl in his bed. pot in his pipe and family guy on the tube. i like life
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Overall, fairly unimpressive.

DESPITE this comment, I think it's actually fairly impressive because I NEVER thought Vanit would get this far because a lot of overly ambitious rpgmaker projects fall over incredibly quickly.

Keep at it, Vanit.
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Overall, fairly unimpressive.
Although I kind of agree(Aside from that menu by rm2k3 standards)it's a pretty decent copy. Change the sprite though, looks horrible. Make a taller one to match the size of everything else a little more, as well as remove the sword.
Last Edit: February 02, 2010, 11:27:14 am by Tau

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I don't know if much can be done about the sprite without going to picture based sprites - which I've considered a few times but I need most of the pictures out-of-combat for the text system. The sword definitely will be removed when I get around to it though. I'm trying the best I can to scale everything so it lines up with the size of an average rm2k3 sprite, unfortunately the building up the top right was too detailed and didn't quite work to scale, so I increased its size a tad. And thanks for those that are supportive. :)
Last Edit: February 02, 2010, 02:27:11 pm by Vanit
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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this is really shaping up!
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Looks sharp Pasty although I don't really like how the sprite your using moves, not sure if its on purpose but if you raise the center sprite by one pixel up in the charset it helps to make the sprite look like its actually raising its feet to move.
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Massy, Pasty was quoting another dude.
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Ignore the empty maps, there just testing ares, anyway my first attempt at lighting overlays.


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Yeah, I can tell.

J/K it looks really solid... not over-done.
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Typical RPG prison, go... except this one is actually meant to be broken out of, since above the halls of cells lie a labyrinth of traps and prisoner-eaters. There will be prison jailbar things in the doorway when I put prison jailbar things in the doorway (need to make a charset).
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