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Version 0.19.1 - Draft of Level Systems in MonoGame
Release: v.0.19.1 - Draft of Level Systems in MonoGame
Ported Majority of Level and Room code to MonoGame. Improved Architecture. Implemented many Multiplayer-Ready Systems, including Input. Improved Tilemap System, Collision Systems.
Setting up Placeholders: Game Object, Static Game Object, Dynamic Game Object Introduced .Activity property on Dynamic Objects. Relevant for Multiplayer Presence. Preparing ObjectTypes list; tracks all base objects by enum. Preparing better organization in File Structure and Components. Atlas Class. Tracks sprite sheet, renders appropriately. Display sprites on screen. New Data Structure for Level Data; using Enums for generation; cut data in half.
Porting Classes: Camera, Scene, Calc, Ground Objects. Added Screen Class for identifying screen resolutions, etc. Implement Full Screen, Windowed Size Detection, Window Resizing. Completed Type and SubType Enums to Level Data Structure & Types listings. Completed draft of Level Conversion script.
Preparing shared mapping for MetaData on Game Objects. Created Loader class, Paths class. Game Object classes now have initial params, ids, and metadata. Created classes for Settings: Audio, Graphics, Keys, Multiplayer. Settings save & load from /Settings directory in local app directory. Created classes for Game States: Campaign, Editor, Level, Playlist, World. Setup available for Game States to Read and Write saves. Implemented new types: MetaTypes, StatusTypes, SubTypes, ClassTypes, CollisionTypes. Introduced ArrayPool and Placeholder for Collision Sequence class. Design new architecture for Collision System.
Created Game Handler Class and Content Classes: Level, World. Read Level Data from JSON, Deserialized into Object. Ported Calc Classes: Snap. Created GameTypes class; added Tilemap Enums. Created Level Generation class. Can Generate Objects via constructors. Now Rendering in Scene Loop. Design new architecture for Scene object tracking. Design new architecture for Tilemaps.
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Set Window Size to Better Fit on Start. Continued Input handling; designed simpler architecture for Inputs. Added Collectable Tiles (Powers, Suits, Hats, Coins, Goodies). Added Decor Tiles (Caves, Items, Pets, Veg, Arrows, Prompts). Added Toggle Block & Toggle Box Tiles. Added Miscellaneous Tiles (Platforms, Ledges, Log, Wall, Lock, Spike, Box). Fixed irritating bug caused by incorrect gridID assignment. Built new Atlas system, removed unnecessary Texture Packer code. Ported Object Detection into shared ObjectEffects.
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Prepared Flags for Slope Collision. Implemented Tile-Based Collision System with New Architecture. Significantly optimized and improved.
Added debugging class, refined control over tick speed. Fixed Tile Collision Choppiness. New Bounds System using JSON hash for Texture Pack; better than MonoGame's option. Added Placeholder for Character. Added Character Status, Character Stats, Character Wounds. Ported Suit Class, Ninja Suits, Wizard Suits. Ported Hat Classes. Preparing for new Cosmetic Hat Class & Mechanics.
Engineered New Action System. Ported several Actions. Built New Power System. Ported several Mobility Powers. Creating ActionMap for pooling. Single player (and especially Multiplayer) won't reuse action objects. Added Character Air Movement, Ground Movement. Connected Player Input.
Re-engineered Animations and Global Animations to significantly reduce complexity. Mapped Global Animations to GameMapper. Updated Character Sprites from Movement (cycles not yet animated).
Achieved Working Prototype for Tile Collisions. Bug fixes for Sliding and Run Deceleration. Redesigning Animation system. New static AnimCycleMap to store animation cycles. Animations are working correctly. Character Animations added. Platform Tile Collisions working correctly. Implemented Behaviors, Ported Behaviors, Ported Enemy Actions. Implemented Enemy Statuses.
Altered Behaviors. Removed Enemy Status, Enemy Actions in place of Behaviors. Added Impact Map, Narrow Collision Handler. Added Item Class.
Added Non-Weapon Projectile Classes: Ball, Bolt, Bullet, Earth Magi. Added Weapon Projectile Classes: Axe, Chakram, Dagger, Glove, Grenade, Hammer, Shuriken, Spear, Sword. Placeholder Platform for HitCompare purposes. Placeholders for HitCompare classes. Simplified collision math for rendering and non-dynamic objects with int-based positions. Debugging very buried collision issues.
Refined Character Behavior for Collision, Drawing, Movement. Added WallGrab and WallJump action placeholders. Redesigned Tilemap & Tile Collision systems. Cleaned up and removed code.
Working prototype of newly engineered Tile Collision System. Added Grass Ledge Behavior. Added Tile Collisions. Wall Jumping Mechanic working correctly. Upward Collision ends Jump Actions correctly. Special Collisions: Boxes Enemy Death Action added. Added Sound Assets, Added Sound Class.
Conceptualized new system for Particles using precompiled updates. Ported remaining Calc classes, converted to Fixed Point Math. Added Separate Calc classes - one for Fixed Point Math, one for Float-based Math. Added Particle Paths: Spiral, Curve Motion, Fade with Lifespan. Redesigned and Built UIComponent Class. Added global UIData class.
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Added New Behavior Mechanics. Updated Moosh, Moosh Animations, Moosh Behaviors. Implemented New State Changes (improved animation and sprite changes).
Parallax Handler. Parallax Generator. Redesigned Impact Architecture. Impacts converted to Static. Added Bounce off of Enemies for Characters. Added EnemyLand Placeholders: Bones, Boom, Bug, Goo, Lich, Liz, Octo
Added EnemyLand Placeholders: Poke, Snail, Snek, Wurm, Turtle Added UpdateParams method to tiles and game objects. Updates on LevelConvert, Atlases. Placeholder Flight Physics. Added Facing Rotations for Rendering.
Updated paramList to JObject across all files. Adding Params, Param Rules, Mechanics Conversions.
Adding Params, Param Rules, Mechanics Conversions.
Updated LevelConvert params. Implementing foundation of Flight Behavior.
Added Flight Behaviors. Added Geometry Calculations: Circle (for Circle Flight Pattern). Added Health and Armor Level UI, Coin UI. Added Wound Sounds, Suit and Hat Damage. Added Font Classes, Base Text, Counter Text.
Added Timer. Added Coins and Goodies to Level. Added Goodie Collection Mechanics: Health, Armor, Time, Invincibility. Created ObjectPool class; contains projectile stacks. PowerArc Class created; foundation for additional attack powers. Added ProjectileBall Powers. Added Bolt Powers.
Added Thrown Weapon Powers. Added 'Marked for Creation' mechanic, to create scene objects outside enumeration. Significant Projectile Updates. Added Hat and Suit Collection Mechanics. Hat Rendering.
Added remaining LevelConvert entries. Improved LevelConvert script.
First Stage of Room Scene Integration. Rendering Room Scenes. Improved Camera, Camera Fixes. Implemented Chomper Facing. Added Character Basic Suit, Suit Textures. Added Character Heads, Rendering.
Added Projectile Collisions Basics, Ground Collisions. Chompers Damaged by Projectiles. Improvements and fixes with Suit Collectables. Converting Suits, Hats, and Heads to mapped instances. Shuriken Mechanics, Behavior, Collisions (Ground, Ledges, Enemies).
Added No-Collision Mechanics. Added Particle Handler, Particle Effects for Box Breaking. Added Debugging Frames. Added Debugging Modes & Toggling (Tick Speed, Debug Frames).
Removed DeathEnemyAction, all Enemy Actions (use Enemy Behavior only). Added Particle Mechanics for Knockouts. Advanced Sprite Draw positions correctly. Added Chomper & Plant Knockouts.
r/GIS 2019 User Survey Results
Reddit.com/GIS User Survey ResultsThanks for everyone who took part. Check the juypter notebook for charts and analysis:
- Users are 17% Female, up ~2% from 2017. 82% male.
- 64% United States, 36% Other
- Largest other: Canada 11%, United Kingdom 4%, Australia 3%, Germany 2%, New Zealand 1%, Netherlands 1%, Norway 1%, South Africa 1%
- Largest states: California 12%, Texas 10%, Virginia 5%, Ohio 4%, Minnesota 4%, Florida 4%, Georgia 4%
- Age: 53% are between 25 and 34
- 52% Bachelor's, 33% Masters
- 55% of Masters/PhD students recommend getting one, just 4% say outright no
- 23% work in government
- 1% do not use GIS software
- 20% use FME
- 21% use PostGIS, but even more use SQL Server at 35% (however only 18% chose SQL Server as their database of choice)
- 13% still use ShapeFiles over a database, this is down from 15.5% in 2017
- SQLite (SpatiaLite, GeoPackage) has gained a bit, 3.5%, up from 2% in 2017, should have asked specifically if people use it at all, separate from the database choice
- Of ArcGIS users: 31% do not use Pro at all, 6% use only Pro
- 70% do not use design software to finish maps
- 62% vector based work, 31% 50/50, 5% raster
- 39% of jobs do not require programming, 55% require Python
- 6% have a GISP
7.7 / 10
Slight drop from 2017 when it was 7.8/10
How optimistic are you about the future of GIS as a profession?
7.4 / 10
Slight drop from 2017 when it was 7.6/10
Average salary is around $55000
|Income level in US Dollars||%|
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Job titles with 150k or more: Developer, Manager, Project Manager, Senior GIS Consultant
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|Oil and Gas||63684|
|Job Title||Average income by job title|
|Main Desktop Software||Average Income|
Desktop GIS usage:Overall
|Software||Usage as main desktop GIS %|
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Keep improving yourself, including learning to program. GIS is changing and we need to move with the times. GIS is great in general, but it is you who has to apply it. Let's leave the ArcGIS vs QGIS rivalry behind us, we are a community.
CSV of the responses is on the GitHub: