One thing you could do is to make some of the the snow fade away before it reaches the end of the screen actually making it look like it's landing on the ground!
I've got a quick question that I'm sure is obvious to many. Is the character actually moving or is the ground moving underneath him? I've seen numerous tile map tutorials and it seems that they are simply drawing the ground in different positions.
@fatso784 Cool! Yeah I've been thinking about how I want to do it before I actually sit down to code it. That was the conclusion I had come to. Thanks!
I tend to disagree. If the designer uses snow tiles from the get-go, that's fine. But how does that factor into a realtime environment, where it can snow or rain at any moment? A simple tileset change would prompt the designer to design two maps: one snow, one normal. While I see where you're going, the "easy route" of just adding another tileset isn't cutting it in a realtime situation.
yea and you would have to re-do the trees... for instance take the leaves off them because it looks like it's snowing in the middle of spring... otherwise it looks pretty good, im fairly new at XNA and just completed my first pong clone completly from scratch, i would love to look at the source code for the particle effect.. is it private?? or do you plan on releasing it at some point?? BTW keep up the good work
One thing you could do is to make some of the the snow fade away before it reaches the end of the screen actually making it look like it's landing on the ground!
CrashproofCode 1 year ago
wonderful ! where can i find that "snowing" source ?
cemolcay 1 year ago
I've got a quick question that I'm sure is obvious to many. Is the character actually moving or is the ground moving underneath him? I've seen numerous tile map tutorials and it seems that they are simply drawing the ground in different positions.
WaveBeams 1 year ago
@WaveBeams Both. When he's near the middle of the map the map moves under him, but when he gets near the edge of the map he moves.
fatso784 1 year ago
@fatso784 Cool! Yeah I've been thinking about how I want to do it before I actually sit down to code it. That was the conclusion I had come to. Thanks!
WaveBeams 1 year ago
looks really good
assassin216 3 years ago
Looks pretty good. Two suggestions:
1) Have the ground tiles accumulate some snow on them (get gradually closer to plain white).
2) Make the snow darker along with the night time. Otherwise they stick out like a bunch of sore thumbs. :)
Looks great, though. Keep up the good work.
simreality 3 years ago
Thanks I was actually thinking of snow accumulation this morning, don't know how it would play out but it's worth a try. :)
fatso784 3 years ago
Easiest way is to just load a map with snow tiles.
Don't do accumulation becuase its not that useful.
Better to just load a map with weather specific tiles. (Eg, Trees with snow capping)
Dooobs 3 years ago
I tend to disagree. If the designer uses snow tiles from the get-go, that's fine. But how does that factor into a realtime environment, where it can snow or rain at any moment? A simple tileset change would prompt the designer to design two maps: one snow, one normal. While I see where you're going, the "easy route" of just adding another tileset isn't cutting it in a realtime situation.
fatso784 3 years ago
yea and you would have to re-do the trees... for instance take the leaves off them because it looks like it's snowing in the middle of spring... otherwise it looks pretty good, im fairly new at XNA and just completed my first pong clone completly from scratch, i would love to look at the source code for the particle effect.. is it private?? or do you plan on releasing it at some point?? BTW keep up the good work
sodafountan 3 years ago