How incredible that this book is freely available. I notice that it doesnāt have a listed author, strange. Open source is incredible.
Iād like to ask the author about their experiences using GitBook.
If Wikipedia were not invented yet and someone thought of making it, I wonder if they would use Git rather than develop its current system again from scratch.
In my limited experience, Git appears very efficient, fully undo-able and fine for even small updates on very large projects.
Well I started by simply looking up freelance programming forums, there are lots of forums that provide spaces for you to either apply for a one time job or list yourself and your skills as available. I canāt say I use any particular one, honestly just look up freelance programming on google and youāll find plenty of sites, subreddits, and forums for it. It also depends on your skillset and what you want to do.
I agree about the book being incredible - Antonio has written a LOT of stuff, patiently building on basic ideas and always having something that renders at each step. Coming from an OGL v1-2 level, Iāve found it very easy to follow. I assume it would be good a complete newb also as itās very incremental - no big leaps. AND the code is all available on Git also.
No - trow it away )
Even Diablo 3 donāt have rotate )
Its looks cool, but hard to use by players + create Motion sickness
(in top down - isometric style game)
but its ok for cinematics =)
+you can try keep it for gameplay - like nice looking fresh idea)
While Icecoreās comment could perhaps come off in a less than constructive manner, it is very much worth noting that just because you have found an awesome effect (and you, for sure, have) that you shouldnāt just toss it in the game. Something that has that much āpopā and/or āwow factorā is best used rarely, in certain moments that will elevate the playerās experience with your game. If you give the player control of it, it will ānormaliseā the effect to the point that the player no longer finds it satisfying, whereas if you tie it with some form of already satisfying mechanic, it will enrich both the effect and the mechanic.
What does it look like if you rotate it to always face the playerās back (like a third-person 3D but in 2D)? Come to think of it, I donāt think I ever came across a 2D game working like thatā¦
What I think weāve decided is to limit it to the 4 cardinal viewing angles, with a quick camera swish when switching between them. We might also throw in the 4 isometric angles if people like viewing the game like that. We are going to try and keep it generally 2d to keep with the style weāve had.
I do also really want to add in a ācinematic modeā where the camera will slowly rotate while following a group of people for awesome trailers and so players can make small movies (like in the good old days of machinima)! 8)
(and to address J0ās concern, the angle of animation a creature draws will be based on the direction the character is walking in respect to the camera, so it should all look like a normal 2d adventure game from any angle)
Finally finished a tutorial video on jni it has taken all week to make even though it is only about 20 mins long. It seems video making is an iterative process as much as programming.
Yeah, I donāt really like Python either Especially how the Python for loops are actually for-each loops.
Also, is this as far as youāre gonna go in your game engine, graphics-wise? I mean, it looks stunning as it is, but Iād love to see a Java game engine with graphical capabilities that rival that of Unreal and CryEngine