Highest Rated Comments


ryan_the_leach5 karma

It's great to see your first steps towards involving publishers to publish on your platform, Is there any other publisher deals in the works that you can speak of?

ryan_the_leach4 karma

I understand you are a small dev studio, but if you have previously sold / released a DRM-Free version, don't you think it's dishonest to only update on Steam from now on?

ryan_the_leach4 karma

Didn't realize that applied to DLC. But still, I've invested in the hope that it attracts other publishers.

ryan_the_leach3 karma

Take backups, you never know if your fan game will get mistakenly caught in the mis-fire.

ryan_the_leach3 karma

http://steamcommunity.com/app/286160/discussions/3/617329920710976507/?insideModal=1

4096 divided by 7 gives 585,14. Use 585 as the height for each card. That makes 4095 total height for the content. The 1 pixel remainder will be left as a black line at the bottom of the image, so that your resulting canvas (and thus the TTS texture) is 4096 in height. From my experience, the canvas width doesn't have to be a power of 2 at all as the width doesn't seem to be prone to the mapping issue. For instance, I've got a set with cards sized 390 by 585, resulting in a texture of 3900 x 4096 including aforementioned black 1 px line at the bottom.

-Knils