Do you record the guitar or use a VST? If the latter, which VST? Everything about this song is phenomenal. I sure hope people are paying you a shitton of money to compose for their games, amigo.
Even with Tiled and LibGDX? Because when I use the IsometricRenderer class it projects the map correctly, but when I check the collision layer from the same map, it reads it as though it were Orthogonal (i.e., minus the rotation/transformation whatever the hell it's called). Looking in the IsoRenderer class it shows all the transformations it does... so I'm confused; what's the misapprehension?
It's possible, I suppose. But I have yet to find one. Believe me, if I could find a library compatible with my setup, I'd do it in a heartbeat. But even still, I'm willing to pay someone to do it for me.
@MedicineStorm: I say naive and foolish because at the time I didn't realize 97% of projects were destined to fail, and honestly, I almost found myself among the 97% several times throughout the past 5 years because it's significantly easier to just quit. So I can understand on a level most profound why people would be reticent to hitch their wagon to this train.
Thanks for all the comments! Bugs, there are plenty; broken addresses and other things that make it crash; really the scope is too massive for a two-man project, so I'll be dealing with these smaller issues even after launch, methinks.
The comment on the gauntlet interests me a great deal as well... Are you using a Mac or PC? I've never tested it personally on a Mac (but a friend has), so I would guess you are of the Mac persuasion. If not, I wonder why the gauntlet is rendering that way. And I think libgdx usually handles transparency well.
Do you record the guitar or use a VST? If the latter, which VST? Everything about this song is phenomenal. I sure hope people are paying you a shitton of money to compose for their games, amigo.
Even with Tiled and LibGDX? Because when I use the IsometricRenderer class it projects the map correctly, but when I check the collision layer from the same map, it reads it as though it were Orthogonal (i.e., minus the rotation/transformation whatever the hell it's called). Looking in the IsoRenderer class it shows all the transformations it does... so I'm confused; what's the misapprehension?
Doesn't help much because I can't think about how to apply it to my setup... Thanks, though.
It's possible, I suppose. But I have yet to find one. Believe me, if I could find a library compatible with my setup, I'd do it in a heartbeat. But even still, I'm willing to pay someone to do it for me.
I don't use twitter, but if you PM me here on OGA or send me your e-mail address, I'll get in contact with you.
-E
Glad you found some use for it!
Glad you liked it!
@MedicineStorm: I say naive and foolish because at the time I didn't realize 97% of projects were destined to fail, and honestly, I almost found myself among the 97% several times throughout the past 5 years because it's significantly easier to just quit. So I can understand on a level most profound why people would be reticent to hitch their wagon to this train.
Thanks for all the comments! Bugs, there are plenty; broken addresses and other things that make it crash; really the scope is too massive for a two-man project, so I'll be dealing with these smaller issues even after launch, methinks.
The comment on the gauntlet interests me a great deal as well... Are you using a Mac or PC? I've never tested it personally on a Mac (but a friend has), so I would guess you are of the Mac persuasion. If not, I wonder why the gauntlet is rendering that way. And I think libgdx usually handles transparency well.
In any case, thanks a lot for trying it out!
@Amac1990: Thanks for the offer, but this project is already nearly finished! Where were you 5 years ago? haha
@ElizaWy: Then you might want to be careful as there are some flashing effects in the game (not sure if they'll affect your migraine situation)...
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