Marcus

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  1. 6 votes
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      2 comments  ·  General  ·  Admin →
      Marcus supported this idea  · 
      Marcus commented  · 

      I would definitely vote for this . . . but I'm out of votes. Sorry, anonymous!

    • 85 votes
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        9 comments  ·  General  ·  Admin →

        The response to this has be much higher than I had anticipated. Some of the other ideas on here, I knew would be popular. But this one is a surprise. There’s a lot of complexity in opening this kind of thing up, but it’s impossible to ignore all of the votes here. So I’ll be taking a look at the issues and trying to sort out the complex issue. Please continue voting for this if you like this idea (I don’t want to mess up the vote count because I responded).

        Lastly, if you’re interested in participating, either in the form of writing tutorials, or in the form of helping me decide what form this should appear in on the site, please get in touch with me, and I’ll start bouncing some ideas off of people.

        Keep in mind that even if everything gets sorted out, and I move forward…

        Marcus commented  · 

        This is something that Kenneth posted:

        I would only want this if they are kept well clear of RB's tutorials. I hate mixing and matching tutorials from different people. That is one of the things that make RB's tut's so good. All of that information done from the same person. I would want it to be very easy to find RB's tuts without have to go through everyone elses.

        Personally, I really have to agree with this. I voted for this suggestion, but I would really hate having user-made tutorials mixed in with RB's. That's my opinion.

        Marcus supported this idea  · 
      • 92 votes
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          1 comment  ·  General  ·  Admin →
          Marcus supported this idea  · 
        • 32 votes
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            4 comments  ·  General  ·  Admin →
            Marcus commented  · 

            Ditto for learning a lot from RB, and I'm glad you replied, Ahmet Mete ÇOM.

            As for what you said (about how you weren't so much asking how to make specific AI, but more the foundations of AI programming), I hadn't thought of that. That's a good idea. It still seems like it would be kind of tricky, though, figuring out what would be a good "foundation" tutorial, and what would be getting too specific. There's that one suggestion going on right now to make a small game and put it up for download so people can explore it and learm how to put everything together, and I think that a tutorial on AI to accompany it could be good. Maybe something about how to get started making AI, and good tricks to use, or things to keep in mind.

            What do you mean by "scripts," though?

            Marcus commented  · 

            I thought a lot about whether or not to vote for this, but came to the conclusion not to (I'll explain why). Also, do not take any of this as criticism, because that's not what it is.
            While it does seem like common sense to have tutorials for programming AI, I don't think it's a particularly good idea because
            A) AI, it's purpose, it's execution, and how it fits in with the rest of the game is so individual and unique, there could be tons of AI tutorials and still there would be people who didn't get anything out of it because they had something else in mind. Also, it would be really tricky deciding what kind of AI to make tutorials for first, and the depth of the AI - does it simply follow you around and shoot at you, does it follow you around and help you fight, does it try to avoid you, does it wander around randomly and attack anything it sees, and so on.
            B) AI is really complex, which is the reason you requested a tutorial for it. However, it would also take a ton of time to write a tutorial for, especially if it was a series of tutorials, which it would need to be. Considering point A, I would much rather that huge chunk of time spent on making AI tutorials go towards other projects, namely finishing the 100 Experience Points project (http://100experiencepoints.com/), but also doing some of the other suggestions on here that would help a larger amount of the community (http://rbwhitaker.uservoice.com/forums/216936-general/suggestions/4252266-provide-downloadable-complete-projects-for-each-tu).
            This is just my opinion, though, and would love to hear a counter-argument if someone disagrees with me. =]

          • 45 votes
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              3 comments  ·  General  ·  Admin →
              Marcus supported this idea  · 
              Marcus commented  · 

              As far as the sprite that /looks/ like it's jumping goes, I think that a simple texture atlas and decrease of the y coordinates (unless the sprite is jumping down) would work. Creating some type of game gravity is a great idea, though (the ball example)!

            • 1 vote
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                1 comment  ·  General  ·  Admin →
                Marcus commented  · 

                If it's drawing a 2D grid that you're talking about, that seems simple enough.

                x = the width of the screen
                y = the height of the screen
                xLocation = the X location of the line
                yLocation = the Y location of the line
                linesX = the amount of squares along the width of the screen + 1
                linesY = the amount of squares along the height of the screen + 1
                lineImage = some image that is solid black, or whatever

                Draw(SpriteBatch spriteBatch, GameTime gameTime)
                {
                xLocation = 0;
                yLocation = 0;
                for (int numberDone = 0; numberDone < linesX; numberDone++)
                {
                spriteBatch.Draw(lineImage, new Rectangle(xLocation, 0, 1, y), Color.White);
                xLocation += x / linesX;
                }
                for (int numberDone = 0; numberDone < linesY; numberDone++)
                {
                spriteBatch.Draw(lineImage, new Rectangle(0, yLocation, x, 1), Color.White);
                yLocation += y / linesY
                }
                }

                Off the top of my head, without the compiler, I believe this would work for a 2D grid.

              • 1 vote
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                  1 comment  ·  General  ·  Admin →
                  Marcus commented  · 

                  I think this isn't a bad idea, but not really a great one either. If modelling in Wings3D is that important to someone, there's bound to be some tutorials on the web that can be found, or even learning it by messing around with it.
                  Besides, I've tried Wings3D and Blender, and found Blender to be a much better option, even if it does take some time to learn. (There are many tutorials right on the Blender website, anyways.)

                • 30 votes
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                    0 comments  ·  General  ·  Admin →
                    Marcus shared this idea  · 
                  • 40 votes
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                      1 comment  ·  General  ·  Admin →
                      Marcus supported this idea  · 
                    • 8 votes
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                        0 comments  ·  General  ·  Admin →
                        Marcus supported this idea  · 
                      • 42 votes
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                          2 comments  ·  General  ·  Admin →
                          Marcus supported this idea  · 

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