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1075861 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 10:56:28 AM
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2141  Player / General / Re: Stepping up from Game Maker on: December 01, 2009, 07:07:22 PM
Oh, okay. Big Laff

I should go download that dev kit.
The website looks pretty nice, too. Smiley
I wonder if it was built with flash?  Durr...?
2142  Player / General / Re: Stepping up from Game Maker on: December 01, 2009, 06:55:56 PM
Flash is so expensive to develop on(buy the tools), am I missing something here?
Especially compared to Game Maker.
2143  Player / General / Re: recommend iphone games on: December 01, 2009, 06:00:17 PM
Eliminate Pro is definitely a fun game if you can adjust to the controls.

I've been playing that, along with Rogue, Zenonia, and Edge mostly lately.

There is also Heat Shield, by Monorail, which is worth mentioning.
2144  Developer / Art / Re: show us some of your pixel work on: November 30, 2009, 08:05:25 AM
If the bottom left-most part of the skirt was flapping with the wind, it would look a whole lot more convincing.
2145  Player / General / Re: My Blog on: November 30, 2009, 07:43:50 AM
The tool itself, it is practically lightyears away. I've had some real issues with GUI programming, although I'm capable. I'll only be starting this after all of the engine work is complete.

As for the engine, I have most of it planned out as well as about half of it already working. Lots of functionality is still missing, but there's not much gray area to what I need to do.

Oh, and I'd like to mention Skofo, that blog post you linked me to it pretty broken.  WTF
2146  Player / General / My Blog on: November 29, 2009, 11:44:50 PM
I've set up a new blog for me to log what I'm doing in the production levels, and share my thoughts on things that are worth sharing, etc.

Please take a look, have a read, subscribe, RSS, whatever suits you.

http://jackedtech.blogspot.com/

Latest article:
Messenger Boy, early gameplay(video)

Forgive large spelling errors, and all that. I'd really appreciate some reads and some feedback, either on the site or on here.

I try to keep it at least fairly entertaining, if not, Facepalm
2147  Player / General / Re: FAIL (new game maker logo, ugh) on: November 29, 2009, 08:51:30 PM
Not exactly,
I think Pac-Man has become an icon that can easily represent games.

Besides, that could very well be a white circle with a pie slice cut out of it!  :D


I don't care what their lawyers have to say, my counter-argument is "it represents a partly eaten pie."

Good day, gentlemen.  Gentleman
2148  Player / General / Re: FAIL (new game maker logo, ugh) on: November 29, 2009, 08:00:24 PM
Blame Yoyo Games for that, since that's the shade of green they market all of their stuff with.
2149  Player / General / Re: FAIL (new game maker logo, ugh) on: November 29, 2009, 07:49:35 PM
Pac-Man is more of a general game icon, than a trademarked character, I'd say.

It represents simple, fun arcade games as a near whole, and has been a large staple in gaming history.

I don't see why not!  Wink
2150  Community / Assemblee: Part 1 / Re: I don't know what it is. on: November 29, 2009, 05:50:13 PM
Someone make an epic metroidvania out of this.
2151  Player / General / Re: FAIL (new game maker logo, ugh) on: November 29, 2009, 04:40:22 PM
I'd like to explicitly point out that if it was, it was an massive ironic failure.  Beer!

Oh well.
I look at this as an excuse to point out how messed up YYG is. I also look at it as an opportunity for another better quick-development/convenient like program to pop up.

*glances at Ivan*  Cool

I'm considering making one, myself. My Z4R engine, which really is more like a framework, is in prime status to be made into it's own development environment. Well, almost, I'm still having huge issues with collisions.  Big Laff
2152  Player / General / Re: FAIL (new game maker logo, ugh) on: November 29, 2009, 04:33:57 PM
Or at least that's what every shred of evidence suggests.

Either that, or they were trying to get in touch with their community.
(which has now proven to be a massive ironic shitbreak failure, since their entire community hates their decision.)
2153  Developer / Technical / Re: Bitmap texture mapping on: November 29, 2009, 04:01:11 PM
I don't know if this applies, but I have some glaux replacement code for loading bitmaps, that you might be interested in.  Smiley

Header
Code:
//---------------------------------------------------------------------------

class AUX_RGBImageRec {
   void convertBGRtoRGB();
 public:
   byte *data;
   DWORD sizeX;
   DWORD sizeY;
   bool NoErrors;
   AUX_RGBImageRec(): NoErrors(false), data(NULL) {};
   AUX_RGBImageRec(const char *FileName);
   ~AUX_RGBImageRec();
   bool loadFile(const char *FileName);
   friend AUX_RGBImageRec *auxDIBImageLoad(const char *FileName);
};

Source
Code:
//--------------------------------------------------------------
#include <windows.h> // Header File For Windows - has structures for BMP format
#include <stdio.h>     // Header File For Standard Input/Output
#include <stdlib.h>
#include "BMP.h"

/*------------------------------------------------------------------
 BMP Loader - a quick and dirty substitute for GLaux
 if you only use GLaux to load BMP files will load any format of a
 windows DIB BMP format graphics file Only works on a windows box  
 Caution! memory for the data is allocated using 'new'.  
 In the NeHe tutorials the memory is reclaimed using 'free'.  
 For the small tutorials its not a big deal but not a good practice in
 larger projects (heap trashing not good). J.M. Doyle : 12 Jan 2003
------------------------------------------------------------------*/

AUX_RGBImageRec *auxDIBImageLoad(const char *FileName)
{
return new AUX_RGBImageRec(FileName);
}


void AUX_RGBImageRec::convertBGRtoRGB()
{
const DWORD BitmapLength = sizeX * sizeY * 3;
byte Temp;  // not quick but it works  
for(DWORD i=0; i< BitmapLength; i += 3)
{
   Temp = data[i];
   data[i] = data[i+2];
   data[i+2] = Temp;
   }
}

AUX_RGBImageRec::AUX_RGBImageRec(const char *FileName): data(NULL), NoErrors(false)
{
 loadFile(FileName);
}

AUX_RGBImageRec::~AUX_RGBImageRec()
{
  if (data != NULL) delete data;
  data = NULL;
}

bool AUX_RGBImageRec::loadFile(const char* Filename)
{
BITMAPINFO BMInfo; // need the current OpenGL device contexts in order to make use of windows DIB utilities  
const HDC gldc = wglGetCurrentDC();   // a handle for the current OpenGL Device Contexts
  // assume there are errors until file is loaded successfully into memory  
NoErrors = false;   // release old data since this object could be used to load multiple Textures  
if(data != NULL) delete data; // windows needs this info to determine what header info we are looking for  
BMInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);  // Get windows to determine color bit depth in the file for us  
BMInfo.bmiHeader.biBitCount = 0; // Get windows to open and load the BMP file and handle the messy decompression if the file is compressed  
// assume perfect world and no errors in reading file, Ha Ha  
HANDLE DIBHandle = LoadImage(0,Filename, IMAGE_BITMAP, 0, 0,LR_DEFAULTCOLOR | LR_CREATEDIBSECTION | LR_LOADFROMFILE);  // use windows to get header info of bitmap - assume no errors in header format

GetDIBits(gldc, (HBITMAP)DIBHandle, 0,0, NULL, &BMInfo, DIB_RGB_COLORS);
sizeX = BMInfo.bmiHeader.biWidth;
sizeY = BMInfo.bmiHeader.biHeight; // change color depth to 24 bits (3 bytes (BGR) / pixel)  
BMInfo.bmiHeader.biBitCount = 24; // don't want the data compressed  
BMInfo.bmiHeader.biCompression = BI_RGB;  
const DWORD BitmapLength = sizeX * sizeY * 3; // 3 bytes (BGR) per pixel (24bp)  
// allocate enough memory to hold the pixel data in client memory  
data = new byte[BitmapLength]; // Get windows to do the dirty work of converting the BMP into the format needed by OpenGL  
// if file is already 24 bit color then this is a waste of time but makes for short code  
// Get the actual Texel data from the BMP object  

if (GetDIBits(gldc, (HBITMAP)DIBHandle, 0, sizeY, data, &BMInfo, DIB_RGB_COLORS))
{
NoErrors = true;
convertBGRtoRGB(); // NOTE: BMP is in BGR format but OpenGL needs RGB unless you use GL_BGR_EXT
}

DeleteObject(DIBHandle); // don't need the BMP Object anymore  
return NoErrors;
}        

( not claiming ownership, the author is clearly stated in the source comments  Hand Thumbs Up Left Wink )
2154  Developer / Design / Re: The Neverending Hybrid Game Desing Game on: November 29, 2009, 03:06:16 PM
Imagine an MMO where 3-5 of the players were the band. They played in a very Guitar Hero/Rock Band-like way, trying to match button presses to the conveyer coming at them, etc.

Then you have the players at the bottom. Their goal is to mosh the best they can. The better you play, the higher their 'adrenaline' stat goes, and the more havoc they can wreak. Killing other players gives you more adrenaline, and the player with the most adrenaline at the end of the song, along with the band member that played the song the best win. Dead players are dead until the next song, all they can do from the point is spectate in a "ghost mode", where their only real action is that they can nudge moshing players, perhaps causing casualties.
2155  Player / General / Re: FAIL (new game maker logo, ugh) on: November 29, 2009, 11:19:00 AM
Yoyo Games does care about Game Maker, but not in the way that we do.

They're trying to reinvent the product, rather than expand it from it's original intents.

Original intents being easy game creation.( primarily to used by Overmars to assist his game development college course at Utrecht University, but expanded from that idea )
2156  Player / General / Re: FAIL (new game maker logo, ugh) on: November 29, 2009, 10:42:28 AM
I don't think the money matters at all, personally. Go ahead and give the kid his cake; let him eat it for all I give a damn, I only care that the new face of Game Maker looks like a 4Chan meme and the Yahoo emote made a schizophrenic baby.

I don't understand why they didn't take one of the brilliant hammer logo renovations. Wait, yes I do, it's because Sandy Duncan didn't like it. I'm sorry.

You know, the fact it looked similar to the communist symbol is really a positive point to the old GM logo, as the Game Maker user base is just one bladed weapon away from being a Communistic country.
2157  Developer / Design / Re: The Neverending Hybrid Game Desing Game on: November 29, 2009, 10:36:51 AM
Survival Horror + Dance/Rhythm

Show me 'dat groove, Zombie dood!
2158  Player / General / Re: FAIL (new game maker logo, ugh) on: November 29, 2009, 08:15:36 AM
http://gmvision.tv/gmvision/home/2009/11/logo-petition/

Over 600 GM users have signed the PetitionSpot petition to get rid of the new logo, passing the original goal of 500 and still ongoing.

If you want to support a change, that link is probably your best bet to helping. I pitched in with a few write-offs myself.
2159  Developer / Design / Re: Presentation and Imagination on: November 29, 2009, 07:21:59 AM
Spelunky is definitely a good example.  Tiger
2160  Player / General / Re: FAIL (new game maker logo, ugh) on: November 29, 2009, 07:18:51 AM
I lol'd.  Smiley


The poll only got about 500-600 votes. That's basically the group of 'devoted' GM users at the GMC forums.
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