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877803 Posts in 32884 Topics- by 24319 Members - Latest Member: NotoriousPyro

May 20, 2013, 01:18:52 PM
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1  Player / General / Re: What month were you born? (for people who've made a game only) on: January 15, 2012, 05:06:07 PM
January!

Spooky.
2  Community / Get Togethers / Re: TIGJam 4 Roll Call on: October 21, 2011, 09:50:07 AM
I'm the guy hiding upstairs in the bear costume.
3  Community / Get Togethers / Re: TIGJam 4: Lodging on: August 11, 2011, 01:57:13 PM
YES! YES! YES (but ~3k miles away from the jam)!

Matthew, would a pre-and-post PHX visit like last year's be okay again this year? With the same flights and all that?
4  Community / Get Togethers / Re: TIGJam 3: Dates! on: August 11, 2011, 01:54:43 PM
Who, people LIKE ME? Screamy

Okay, so it's not over Halloween again, but that doesn't change the fact that I look darn fine in some overalls.
5  Community / Get Togethers / Re: TIGJam 3: Dates! on: August 10, 2011, 11:34:22 PM
Hmm, maybe I'll actually wear my Mario costume this year...
6  Player / Games / Aliens: Infestation on: August 10, 2011, 08:34:44 PM
Can we talk about Aliens: Infestation now, please? The swan song of the DS? You know, with the gorgeous pixel art? Based on the Alien films? Please?

This GameSpot video has got a decent amount of information, but it's actually a bit hard finding coverage online in general. Hopefully it'll get the advertising it deserves.

Anyway, it's developed by WayForward (Shantae, Sigma Star Saga, Contra 4), who really have their ears to ground, contracting with the likes of Xion, Konjak, Ptoing, plus others from the Pixelation community in the past and present. They're practically the last great hope for pixel art in mainstream games. And the game itself should be right up the alley of many folks here: It's a quasi-Metroidvania, but properly eerie, apparently featuring permadeath (albeit spread across a 19 member squad). So, yeah, I will be spending some of my limited Real Money on this when it comes out*, and so can you!

* September? October?
7  Player / Games / Re: The Humble Indie Bundle #3 on: August 10, 2011, 08:23:54 PM
http://www.youtube.com/watch?v=A5FVLrRqwEY#t=7s

Haha, no, I'm still destitute/indie.
8  Player / Games / Re: The Humble Indie Bundle #3 on: August 10, 2011, 07:49:04 PM
Ah. Well, I will say it's not "humble" anymore, at least. But I'm gonna try and remain optimistic about the rest, as long as it still could be good for the developers. Smiley
9  Developer / Creative / Re: What percent % of each day is spent working on "your project(s)" on: August 10, 2011, 07:40:23 PM
Usually a WHOLE LOT or not at all. This last month was a string of 35-40h nonstop work sessions. That is, work nearly two days, sleep 8-12 hours, do it again. But I also took last weekend off and watched movies with the wife. Then there is depression, that big, unpredictable time sink.
10  Player / Games / Re: The Humble Indie Bundle #3 on: August 10, 2011, 07:32:35 PM
I can't imagine anyone involved agreeing to something so antithetical, though, for "only" $4.7M. (A relatively small amount against the millions being made each sale.) And yeah, this doesn't really affect the "indieness" of the games anyway.
11  Player / Games / Re: The Humble Indie Bundle #3 on: August 10, 2011, 07:20:58 PM
What's so shameful about funding, moi?
12  Developer / Technical / Re: Color Transforms on: July 22, 2011, 06:23:08 PM
Oh, I should mention I'm doing the pre-multiplied alpha dance as well. That should allow you to layer without worrying about breaking the alpha of each. (I think.)

It's just that blending in the shader could get messy/expensive, especially if you have to introduce branching for different modes. But if it's a special case or whatever, never mind! Just thinkin' out loud here. Tongue

EDIT: This is perhaps irrelevant, considering the HSL stuff you're trying to do? I've got HSL-RGB and RGB-HSL functions I use in my editor (i.e., on the code side) that might be more helpful... Using those plus pre-multiplied alpha at load, along with the particular blend functions at draw, could potentially allow you to replicate a Photoshop project (including alpha) without touching the shaders at all. Sorry if I'm misunderstanding your problem, though! :x
13  Community / Competitions / Re: Welcome to the wonderful world of Klik'N'Play! KNP OWNZ! (take that romeo) on: July 22, 2011, 06:04:31 PM
I spent the other night combing over Silky's on the wayback machine. Never cried so hard in my life.

Yo, Arthur, could you get a torrent going of ALL the Klik games you got at the moment? The choicest cuts, at least?

I've been doing the Games Factory trick M. Astrospoon taught me to get 'em to run on Win 7... but a bunch are packed in executables still. Is there a better option? Or am I gonna be setting up an old machine with '98?
14  Developer / Technical / Re: Color Transforms on: July 21, 2011, 12:48:41 PM
Yay! I finally got something right re: blending. Smiley

Continuing this thought: Instead of using frag shaders to recreate Photoshop blend modes, isn't it possible to do most of 'em with the right combination of parameters in your regular old blend function?
15  Developer / Technical / Re: Color Transforms on: July 21, 2011, 01:12:51 AM
I think multiply is simply src * dest?
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