Jump to content

MohenjoDaro

Members
  • Posts

    14
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by MohenjoDaro

  1. Straight Lines: Don't use them. Nature doesn't have straight lines or 90* angles, so use them as little as possible. You can use them in towns, but even then I say try not to: buildings are made with the land in mind, the land isn't made with the buildings in mind. (This goes for making cliffs, tunnels, towns, placing trees, etc..) Elevation: Levels/layers are important. When's the last time you went for a walk and didn't go up or down at all? Just having small changing in the elevation around the map can help a LOT. Diversity: A good tileset helps with this, but having different grass, rocks, trees, etc. can help a map be more appealing to the eye. Seeing the same thing gets boring after awhile. Practice: No one starts off perfect. My first maps were HORRIBLE, but after practicing a lot and seeing what doesn't work, I started figuring out what does work. Just jump in and start experimenting. If you see something you don't like, figure out why you don't like it: is it too straight? too flat? too repetitive? Learning what doesn't work can be as helpful as learning what does work. Get Feedback: Make some maps, and once you've hit a point where you're ok with people seeing it, post it somewhere and ask for feedback. People here are more than happy to give feedback on maps. You can also look at other threads asking for feedback and see what they did, and what they're being criticized on (I've posted on a few threads giving feedback, so feel free to checkout my posts)
  2. No idea if this will work or not, but something like this should point you (or someone else) in the right direction: Alright, so core changes... Server changes... Editor changes... Other than that, you'll need to add a radiobutton named rbItemSkipDespawn to the editor form (you'll also need the hide code for it, or you can probably add it to grpItem. This code is untested, I wrote it using the github for guidance, so I may be missing something and it won't work, or it'll work fine. Hopefully it's a good starting point for someone
  3. Oh, so make the gui file editable? That would work as well as long as the file is easily changed by end users (I haven't done that method because I didn't want everything editable) If I'm still sound like I have no idea what I'm talking about then oh well I guess
  4. @SpiceyWolf Pretty sure you still do if you want the controls compiled in the exe, otherwise it needs to be recompiled.
  5. So, you want to add language support to the game, but haven't decided if you want to add it for the users making the game? Doesn't seem like you've thought that all the way through... I would heavily suggest having engine/tool language support as I've seen many users/devs over the years ask for engines in Spanish, Russian, German, etc.. Deciding how to do it from the start will save time/effort over deciding to as an after thought. It looks like you're using a .Net lang, so you are able to loop through all form controls and set their text via code, so an easy way would be to save and load those with a text file. I wouldn't worry about people ripping text from your engine, there's not much reason to use it, and if you go open source, it will be a moot point anyways.
  6. That depends what you consider client vs server data lol, as all clients get that data, I would consider it more of client data. However, I get not wanting to make the game easier to rip off. I assume you're encrypting the data being sent to the client, then. Are you planning on using this or another method to translate the engine language, or will that be English only unless users translate the hardcoded text?
  7. Question about the engine language: Is there a reason you're not just saving the text to files for users to edit? I made a fairly simple program that saved all the form elements text (which could be expanded to game text as well), and it would load the file at start up. To change a language, you edited the file, then chose that as the default start up. This would allow less work for the dev, and the engine would be easily translatable as well. The biggest issue I see is that the game then has a lot of data supplied to the client, making the game easier to rip off (this still wouldn't apply to the actual engine forms, since who cares if users have the engine text).
  8. Use unity, you can script it yourself
  9. You can have the inside look like the outside while still breaking up the straight areas. In the image you have a little spot that goes down then back up where the player can't walk (1 tile left of the Personnage GUI element). Those can help a little bit, but they won't change anything major.
  10. The cavern map is too straight, it almost looks like a hexagon. Here's what I mean (The red lines are your straight lines, the blue is the shape my eyes made it): There are a few areas where you broke up the wall (in the lower right corner) that are great, and I would recommend adding some of those to the other areas of the wall to break things up. Things in nature are rarely straight
Γ—
Γ—
  • Create New...