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.
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.
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).
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.
"Documents" are more set up for document files, as opposed to articles. Do you think people would be interested in submitting tutorials and articles in addition to the ones we already have?
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. :)
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
It'll be back.
@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. :)
So is this FLARE's "cow level"? :)
Someone needs to make a business casual version of the zombie sprite.
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).
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
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. :)
"Documents" are more set up for document files, as opposed to articles. Do you think people would be interested in submitting tutorials and articles in addition to the ones we already have?
Actually, the plan on music is that we'll accept audio entries in the art phase. We won't be doing an audio style guide, though.
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