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 For those of you who do not know, the "Freemium" version of TCOS(The Chronicles of Spellborn Gold) pr


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שאַפונג: 01/03/2010 02:21
דערהייַנטיקן: 05/04/2010 07:40
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zdfjgf :: Part Two: The Developers


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bandu2 : menu_arrow.gif אַרטיקל: Something About TCOS Tiles - 25/03/2010 07:13

The size of the tiles is specified when the texture is loaded. Then tilenodes are created that store the coordinates of the tile's location on the map, the tileset id and the tile id specifies which piece of that tileset determine what the graphic for that particular node would be. So it's essentially like pasting a bunch of squares around the screen to make you level(TCOS Gold).


It allows for tiles of different sizes that are not required to be snapped to a grid of any kind. Transparency; and per-tile options, such as visibility, solid/not-solid, and so on. Also, a background for something like a classic space-shooter could be a single tilenode that takes up the whole map. It's pretty nifty because we could write a piece of code to read and write to a file the data that represents a map in TCOS, and when it comes time for drawing and such, the tilemanager helps automate everything.


We hope that better explains the purpose of the tilemanager. We hope for it to be quite useful for what we currently intend to do. We have decided to cut back on our original goal and first make a very simple 2D RPG and see how that goes. That should give us some more focus.

bandu2 : menu_arrow.gif אַרטיקל: Something About TCOS Tiles - 29/03/2010 08:53

The size of the tiles is specified when the texture is loaded. Then tilenodes are created that store the coordinates of the tile's location on the map, the tileset id and the tile id specifies which piece of that tileset determine what the graphic for that particular node would be. So it's essentially like pasting a bunch of squares around the screen to make you level(TCOS Gold).


It allows for tiles of different sizes that are not required to be snapped to a grid of any kind. Transparency; and per-tile options, such as visibility, solid/not-solid, and so on. Also, a background for something like a classic space-shooter could be a single tilenode that takes up the whole map. It's pretty nifty because we could write a piece of code to read and write to a file the data that represents a map in TCOS, and when it comes time for drawing and such, the tilemanager helps automate everything.


We hope that better explains the purpose of the tilemanager. We hope for it to be quite useful for what we currently intend to do. We have decided to cut back on our original goal and first make a very simple 2D RPG and see how that goes. That should give us some more focus.

bandu2 : menu_arrow.gif אַרטיקל: DFO Guide for PvE Classes - 05/04/2010 07:40

What are some good classes(DF online gold) for PvE play that do not see much use for whatever reason, even though they do very well dungeoning. We are sure someone's going to say that every class is very good at PvE, but some are safer/faster than others.


We have a Grappler that does very well in dungeons of DFO but we hardly ever see any others except now with the awakening event going on, of course. We also have a Witch that cleans up dungeons with infinite scrubbing and large AoE spells. We do not see too many Wtiches around, but those who do play them know how good in PvE they are.


We do not have a high level(DFO powerleveling) Gunner yet, but it seems to us that the Spitfire could do well with grenade spam. Anyone have an opinion on Spitfires? We have an Asura that does very well, we do not see many of them around either. We are sure the Soul Bender is also pretty strong in dungeons as well, but we do not have one and we do not see many of them running around at all.