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2143
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Player / General / Re: recommend iphone games
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on: December 01, 2009, 06:00:17 PM
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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.
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2145
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Player / General / Re: My Blog
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on: November 30, 2009, 07:43:50 AM
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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. 
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2146
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Player / General / My Blog
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on: November 29, 2009, 11:44:50 PM
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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, 
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2147
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Player / General / Re: FAIL (new game maker logo, ugh)
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on: November 29, 2009, 08:51:30 PM
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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. 
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2149
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Player / General / Re: FAIL (new game maker logo, ugh)
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on: November 29, 2009, 07:49:35 PM
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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! 
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2151
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Player / General / Re: FAIL (new game maker logo, ugh)
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on: November 29, 2009, 04:40:22 PM
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I'd like to explicitly point out that if it was, it was an massive ironic failure.  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*  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. 
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2152
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Player / General / Re: FAIL (new game maker logo, ugh)
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on: November 29, 2009, 04:33:57 PM
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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.)
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2153
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Developer / Technical / Re: Bitmap texture mapping
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on: November 29, 2009, 04:01:11 PM
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I don't know if this applies, but I have some glaux replacement code for loading bitmaps, that you might be interested in.  Header //---------------------------------------------------------------------------
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 //-------------------------------------------------------------- #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  )
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2154
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Developer / Design / Re: The Neverending Hybrid Game Desing Game
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on: November 29, 2009, 03:06:16 PM
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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.
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2155
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Player / General / Re: FAIL (new game maker logo, ugh)
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on: November 29, 2009, 11:19:00 AM
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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 )
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2156
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Player / General / Re: FAIL (new game maker logo, ugh)
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on: November 29, 2009, 10:42:28 AM
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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.
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