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Puppeteer Editor, Vegetation and tiles - XNA

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Puppeteer editor prorotype - by studioevil.comThis is the editor we used to develop the single level of "The Night of the Puppets" for the dream build play contest. Here you can see some "vegetation tools" in action as well as tiles positioning and modifying.

Channel: Entertainment
Uploaded: November 30, 1999 at 12:00 am
Author: StudioEvil

Length: 03:37
Rating: 4.29
Views: 1577

Tags: 3D  development  editor  engine  evil  game  gamedev  night  puppets  realtime  studio  studioevil  terrain  tool  XNA  

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Video Comments

StudioEvil (November 30, 1999 at 12:00 am)
You are free to belive that our videos are fake.The truth is, hard work and dedication usually bring great results.
pampataz (November 30, 1999 at 12:00 am)
this is complete and entire FAKE !! I didn't like it.
StudioEvil (November 30, 1999 at 12:00 am)
Hey, thanks :)Our initial plan was to use the 'Puppeteer' for other games, but in the end we only used it to build the single level of the game prototype.
relliksd (November 30, 1999 at 12:00 am)
Good job its really nice are you using it for any of your other games?
RhythmicGymnastic (November 30, 1999 at 12:00 am)
Yeah, I thought so mate.CheersGreat work btw, Hope it went well that that Dream Build Play Contest 2007.I am construction my own level/terrain editor now!Thanks for the help!Keep it up!
StudioEvil (November 30, 1999 at 12:00 am)
We save every data of every object, like: how many trees, where they are, the orientation, scale, which texture to use, which model to use for everyone. Models and textures are not saved in theese files. They are external, and reference by objects.
RhythmicGymnastic (November 30, 1999 at 12:00 am)
Yeah, I can see why it is certainly not a clean solution. But at the end of the day if it works, it works; adjustments can be made later.I think I will work with seperate files for now also. But there are still things that confuse me :P lolThe files, bitmaps , are all the same size, and so the trees are always loaded into the correct place aye? If so this same theory pans out for textures alsoIs it not better to use a coord system to save where they are positioned as well as direction etc?
StudioEvil (November 30, 1999 at 12:00 am)
Hi, you are right, this is not properly an out of the box application built with xna. This is the result of many years spent in studying gamedev and such ;)Saving all the data in a single file is a nice thing to do, but we was very in pain with time and decided to use this method: SERIALIZE every data structure in a file. So we have all the terrain definition in a file, all the trees in another, and so on. It's not a clean solution but it works well ;)
RhythmicGymnastic (November 30, 1999 at 12:00 am)
Don't suppose you have samples or tutorials for certain xna things coming out. Ie: The terrain edditing or texture painting etc.What I don't understand is how to save everything as a map. The textures, props (trees,grass), water etc all in one file.Or seperatly. It just messes with my head, although it would be good if i knew how to make the grass etc in the first place.Either way any help in one way or another would be appriciated! :-)Thanks!
StudioEvil (November 30, 1999 at 12:00 am)
Yep, we rushed to finish the game for the Dream Build Play contest 2007, and the camera and illumination were not exactly the best :)

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