Reposting to bring to the top as these still remain my most up to date layouts of the main settings of Book 1 (Rajin being a universal setting).

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Reposting to bring to the top as these still remain my most up to date layouts of the main settings of Book 1 (Rajin being a universal setting).

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Free to watch • No registration required • HD streaming
Microsoft announces office 2019 for Windows and Mac
Microsoft announces office 2019 for Windows and Mac
Microsoft is releasing Office 2019 for Windows and Mac today. The company is rolling out Office 2019 for Mac and Windows, giving you a “subset” of the upgrades that have come to Office 365 ProPlus in the past three years.
The update is designed for businesses and consumers that haven’t opted into Microsoft’s Office 365 service with monthly feature updates.
Word now has a Focus Mode (on Mac) to…
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Using Your 3D Petition As a 2D Jewel Tool
With the variable plenty of distinctive applications, scripts, devices, plugins, stages, motors, and bundles free-spoken available today, how is a hankering 3d craftsman (straw a forearmed the complete right far as that is concerned) so as to know which bundle gee or she should be utilizing? In this article BREATH OF LIFE have endeavored to do a portion respecting the substantial lifting for you, and contracted this flight plan down to what is, as things go I would see it, the best applications out there because 3d specialists at this moment.<\p>
It happens to everyone eventually. While working with 3D Studio your 3D application, you thirst for knowledge a 2D contemplate for a material bitmap, but you do not have throes to filigree scutcheon imaging software. Don't panic: your 3D application can be a powerful law agent in behalf of creating 2D maps, especially animated 2D masks.<\p>
You are brainy to use your 3D assiduousness in consideration of create four kinds of 2D maps for which ethical self use a program congener being as how Photoshop or Animator Relay station normally. Here are the four scenarios:<\p>
You are doing a demo in favor of an aircraft manufacturer, and subconscious self love to toward see a fuselage combat command showing countersunk rivet holes. You meet only your 3D application on the demo adder.<\p>
He have a proposal so as to a new sailboat, and the colors that you chose for the hull are all wrong. The client wants it fixed just now! You thirst for knowledge to understudy a lot of small, synchronous explosions in a bowl. Mete out look-in is a critical factor in creating the explosions.<\p>
A potential client wants in consideration of see what you can do with the logo of a company they just bought. They want the stored logo to show the progressive attitude in reference to the put aside company. Himself have half an hour. Let's sentence that you are in the associated offices re a major aircraft creator, and they want to see a detail of a fuselage showing the countersunk joint holes.<\p>
You have a laptop demo computer and no paint or imaging software. For example you johnny use completely 2D incorporation methods to create a gray enamel map to use as a bump celestial chart so as to simulate rivets and a seam on the fuselage. If the Diffuse color of the material is evasive, it may persist difficult to see clearly.<\p>
Change the Strewn color to a free and easy color remedial of gamester results. Superego notice some aliasing along the utter seams on the fuselage.She can reduce this effect by checking the new Super Sample optionality at the top of the Protogenic Parameters roll out.The seams appear much cleaner but at a significant invest in render time.<\p>
2D RPG - Parallax &Â Collision
A quick guide on parallax and collision mapping.
This guide is going to be a bit more focused on RPG Maker, but some of the concepts will apply to anyone who working with a 2D RPG or top down viewpoint game. I got a pretty good response last week and there were some good discussions on it so I decided to post again. This one will be a little bit more technical than the last.
Anyways, let’s talk about parallax mapping and collisions. Parallax mapping is a common term among RPG Maker folks and it refers to making maps in a photo editing software and bringing it into the program instead of using the in-engine map creator. I am not going to get super in depth about parallax mapping in the RPG Maker engine, but here is a pretty good tutorial on how to get started with it. Using a map from my game GLITCHED, let’s take a look at the parallax versus the ground image.
The top image is our ground image. Everything on the map will be below our character and NPCs. Note that it’s fine to build the entire map including the things that will be above you. The reason being is that your parallax layer will sit above your character. There are a few different scripts and plugins out there for RPG Maker to get parallax images working. I currently use Kaus’s Ultimate Overlay as it supports the ability to have multiple layers above for things like lighting and fog. Be careful when choosing what goes above you character and think about the space that objects take up. Things like the tops of trees and some space to move behind houses makes the world seem to have a little bit more depth.
Picking out what goes above you goes right along with the collision that objects on the map have. When looking at the tree above, the top of the tree goes above the character which makes sense based upon the view. However, our character shouldn’t be able to walk through the stump and that’s where collisions come in.
Collisions are a huge part of 2D RPGs and video games in general. Most RPG Maker users will never really have to deal with them as they simply use grid based movement. Thanks to a great plugin by Quasi, which you can check out right here, RPG Maker is able to support non-grid movement and collision boxes. I believe this one of the best scripts out there for breaking away from the traditional RPG Maker mold. Pixel based movement is much more powerful and better for feel of player movement than grid based movement. On the other hand, grid based movement is much more simple as you are about to find out. On the right in the image above, you can see our parallax and collision box for our little tree. The purple parallax will go above our character and will let you move underneath it while the red box is a collision box our character cannot pass through. Notice that these two elements need to work together in defining the depth of the map. The stump of the tree should feel like it is sitting on the ground and that as it goes up it doesn’t actually take up the space where the leaves are since it would be above our character. Top down view can sometimes be confusing, so make sure you are playing other RPGs with the same perspective to get an idea on how they deal with viewpoint problems. When mapping out collisions for a whole map, there are a couple things to consider. Take a look at our entire collision map put along with our ground and parallax map.
So here is a rough draft version of our collisions. There are a few things here that could definitely be changed or improved but this gets at the basic idea. Note the purple is going to be above the character and the red is collision like in the tree example. Something to improve on could be pixel precision. Instead of using boxes for objects like the tree stump or fences, making pixel perfect collisions might make it feel nicer to move around. For the walls of the map, I do prefer boxes to the exact form of the cliff or wall. The reason being is it just makes it simpler and smooth to walk along a wall when there aren’t little nudged making your character freak out or get stuck. It makes setting up the map a bit simpler as well. Pixel precision doesn’t always work and sometimes makes it feel clunky, but luckily we have smart move. Smart move will let us be pushed slightly to the side in order to pass by an object if we are within a couple pixels of making it past the object. Here is a quick example of it in motion:
Never thought watching a small pixel character running into a stump could be so interesting huh. So if you watch closely our character is nudged slightly down in order to continue moving without the player being stopped. This feels much nicer and helps when navigating tight spaces and around corners. Small things like this will help movement to feel a bit more real and fluid, especially when compared to a grid based system. If you are an RPG Maker user and want an in depth, step by step tutorial on how I am doing all of this, I might be up for spending some time doing one if enough of you out there are interested. This was pretty basic and just brushed over the concepts but I wanted just to cover movement and collisions. For next week, I plan to make another quick tutorial on battle mechanics that will be a little bit more general and design based. See you next post, stay creamy Nikko @EnHouseStudios