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Wednesday, May 2, 2012 - 15:21

Here are some things that have been brought up already.  If you'd like to discuss them in detail, please start another thread.

  • A fluid layout.  This sounds nice in theory, but in reality it's a lot more difficult than it would appear.  The problem is that the same main column we use for art views is also used for text, and when you widen text much more than the main column is at the moment, it starts requiring a lot of horizontal eye movement, which makes the page very awkward to read.  I actually had a fluid layout at one time, and the complaints came in fast and fierce.  Furthermore, having additional art pop up when room is made for it is a good bit harder than it sounds.  Verdict: Barring a major redesign, which I don't have the resources for at the moment, this isn't going to happen.
  • Centering OGA in the page to make it look nicer:  This is a nice idea, but the payoff is frankly pretty low, and messing with and testing CSS on a site like OGA with a bunch of different sub-pages is harder than people would think.  Verdict: Low priority, unless a lot of people feel strongly about it.
  • Allowing NC licenses:  There are plenty of other sites that do this, and a large part of OGA's popularity stems from the fact that we're consistent on this issue.  Verdict:  No.
  • Extra content on very wide screens:  I like this idea, but we'll have to do some mockups.  Verdict:  Probably.
  • A sound samples section like the new textures section:  A good idea.  Verdict:  Probably, if we can get enough sound samples to make it worthwhile.
  • A special section for tutuorials:  We definitely need this.

 

Tuesday, May 1, 2012 - 00:47

Well, I feel like a jerk. :)

This whole time I thought everyone could see the comment notify checkbox, but only admins could.  It should be fixed now.

Bart

Monday, April 30, 2012 - 18:55

Because when the slime moves, the top part moves first, kind of like a slug.  That doesn't work if we use the same sprites for up and down movement. :)

 

Monday, April 30, 2012 - 15:15

Usually the way I like to deal with repetitive tiles is just create a second tile that tiles along with the first one, and then occasionally use that tile instead.  8x8 is pretty small, so unless you do something like that it's going to be fairly hard to avoid looking repetitive.

Bart

 

Sunday, April 29, 2012 - 18:09

It'll be back.

Sunday, April 29, 2012 - 13:00

@Scribe

Textures are submitted the same way they've always been, prefereably on large batches.  Once we receive them, we verify the source (and make sure they're licensed correctly), then add them to the texture archive and categorize them.

@MrBeast

That's a good idea.  I'll do that. :)

 

Monday, April 23, 2012 - 22:01

So is this FLARE's "cow level"? :)

Someone needs to make a business casual version of the zombie sprite.

Friday, April 20, 2012 - 02:40

I've used templates in gcc without any issues.  :)

Anyway, let me know if I can be of help.  I may be able to provide some advice about porting the necessary functions (or, better yet, tweaking them so they'll compile on both platforms).

Friday, April 20, 2012 - 01:47

I updated the FAQ a little while ago with an answer to this and I forgot to make note of it here. Here's a short version. :)

If you can be absolutely certain that compiling and running your engine requires no proprietary files whatsoever (this includes not requiring any Microsoft header files, Microsoft DLLs, compiling on Windows, etc), then it's allowed to be entered under the rules of the contest.  That being said, a true port would sit better with the judges.

Does your engine use DirectX, OpenGL, or something else?  Generally if you can get something working with OpenGL, porting is fairly easy.  I'd recommend that as a first step, and (time allowing) I would be willing to help you with a port.

Bart

 

Thursday, April 19, 2012 - 11:16

I totally meant to type 'wet' there, just to see if you guys were on your toes. :)

Kidding, obviously.  It's fixed.  Thanks for the heads up. :)

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