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1075987 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 10:19:09 PM
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381  Community / Assemblee: Part 2 / Re: Part Two Discussion on: December 16, 2009, 06:09:55 AM
approval
382  Community / Assemblee: Part 2 / Re: First-person Dungeon Crawler (updated 12/12) on: December 15, 2009, 08:48:26 AM
Looking good!
383  Developer / Art / Re: show us some of your pixel work on: December 14, 2009, 10:18:02 AM
whoah it's xix
384  Community / Assemblee: Part 2 / Re: Bitworld on: December 14, 2009, 03:52:00 AM
Looks better without!
385  Community / Assemblee: Part 2 / Re: Resources on: December 14, 2009, 02:37:29 AM
I updated the organized list again:

http://www.derekyu.com/tigs/assemblee/

Still got a few pages to go, though.  So much great work!

I hadn't seen many of these assets and some of them are quite inspiring - I feel like it might be cool to have more time for part 2 so that people can get started on new projects now that the list is coherent and available? Plus what with the holiday season, people might have less time to work on stuff being away etc. Just a thought...
386  Community / Assemblee: Part 2 / Re: Part Two Discussion on: December 13, 2009, 10:43:42 AM
I seem to remember there was a couple other guys with similar quality lofi sprites in part 1 , or did I just dream that?
http://forums.tigsource.com/index.php?topic=8834.0
387  Community / Jams & Events / Re: TIGJam UK2 - Roster on: December 12, 2009, 09:41:05 AM
Name Stephen Alex

What I does: Games

Some of the things I've worked on: Games, mostly

TIGjam application: Games

What I want out of TIGjam: Games

(will update later)
388  Community / Assemblee: Part 2 / Re: Resources on: December 11, 2009, 11:04:15 PM
Is it legal for me to take Oryx's 1-bit sprites and add some grey to areas that are colored in the colored versions of the exact same sprites? I just want to be in the clear. Shrug

I say not ok.
389  Community / Assemblee: Part 2 / Re: Have Adventures on: December 11, 2009, 09:11:27 AM
Works here - I went on a jolly trot through a rather large forest.
390  Community / Jams & Events / TigJam UK2 - Hostel Accommodation on: December 11, 2009, 07:29:04 AM
http://www.yha.org.uk/find-accommodation/east-of-england/hostels/cambridge/index.aspx

Looks like it's gone up to £279 which is

beds * nights = (8*3) + (8*4) + (4*5) = 76

(£279) / (76) = £3.67 a night.

Still good.

£11 for a 3 night stay
£14.68 for a 4 night stay
£18.36 for a 5 night stay

I might have to pay a £25 group membership which would put the prices up to £12, £16 and £20 exactly at £4 a night.


There is now no need to get a YHA pass when you get to the hostel.

3 rooms are now booked:

8-bed room from 15th to 18th - 3 nights (Fri Sat Sun) [FULL].
Attendees:
Code:
Gyorgy Straub
Rev. Kachowski
Xander
Miroslav
Draknek
Jimbob
Titch
Bezzy

8-bed room from 14th to 18th - 4 nights (Thu Fri Sat Sun) [FULL].
Attendees:
Code:
Alex
Lifesnoozer
Hideous
jeb
Don Andy
LeFishy
Pishtaco
Ishi

4-bed room from the 14th to the 19th - 5 nights (Thu Fri Sat Sun Mon).

Pixel 06 Ed
Pixel 25 v21
Pixel 17 eugenius + guest
Pixel 1A brog
Pixel 11 Don Andy, Hideous, LifeSnoozer
Pixel 0F Empty

Th  Fr Sa Su Mo
Pixel 25 Pixel 25 Pixel 25 Pixel 25 Pixel 11
Pixel 17 Pixel 17 Pixel 17 Pixel 1A Pixel 11
Pixel 17 Pixel 17 Pixel 17 Pixel 0F Pixel 11
Pixel 0F Pixel 06 Pixel 06 Pixel 0F Pixel 0F

Remaining unassigned tiggers:

Code:
Nobody!

Currently required: 2 x 8 bed rooms.

Available facilities:

02 rooms with 08 beds
04 rooms with 06 beds
01 room with 05 beds
08 rooms with 04 beds
01 room with 03 beds
10 rooms with 02 beds

If you're in for a hostel room please let me know either by posting or by PM when you are arriving and when you are departing.

Current plan is to generally book from the 14th until the 17th inclusive, but if there are enough people who are arriving late/early we'll sort that out as well.
391  Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010! on: December 11, 2009, 07:28:29 AM
I am starting a thread for accommodation.

http://forums.tigsource.com/index.php?topic=9788.0
392  Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010! on: December 10, 2009, 01:50:23 PM
Roger!
393  Community / Assemblee: Part 2 / Re: Bitworld on: December 10, 2009, 04:40:52 AM
Those anims are nice - Ed did a similar thing in an old game we were working on and I ripped it off for Generic Slash. It really works. Who needs animation frames Smiley
394  Community / Assemblee: Part 2 / Re: Resources on: December 10, 2009, 04:04:12 AM
This anti-oryx meme makes me uncomfortable.

I don't think there's a meme going on, it's just people remarking on the fact that so many of the games are using your stuff. Don't let it go to your head.

edit: I agree 100% with Sar. Every word.
395  Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010! on: December 10, 2009, 02:18:14 AM
I'm happy to book the room/s.

http://forums.tigsource.com/index.php?topic=9788.0
396  Community / Townhall / Re: Sword of Fargoal for iPhone on: December 10, 2009, 12:30:35 AM
Echoing the praise here. Great stuff.
397  Developer / Technical / Re: 2D Ortho Camera in OpenGL on: December 09, 2009, 03:22:11 PM
Nice link Wink
398  Community / Assemblee: Part 2 / Re: Myconomicon: The Trouble With Mushrooms on: December 09, 2009, 03:19:54 PM
Oh hey what's this
399  Developer / Technical / Re: 2D Ortho Camera in OpenGL on: December 09, 2009, 09:55:05 AM
I could be wrong on some of this but...

glOrtho is generally called once to set up an ortho projection matrix - not a modelview matrix. It's a good function and easy to use.

That said, I set up my own projection matrix... if I recall this was because I wanted some crazy nonstandard ortho projections in Deadrock. But it seems convenient for me now. I take the screen width/height and multiply by the camera zoom, and put that in the scale part of the matrix, then load the position of the camera to the matrix. Then I use glLoadMatrixf to upload the projection to OpenGL (after having set the matrix mode to projection of course). Then I set the matrix mode to modelview, and load identity. Then I draw whatever is on the screen (I can get the visible screen rectangle from my camera class, which knows where it is, the current zoom, and the screen size and can calculate it from this data).

If you'd like the code (it's in C#) I can post it.

This is, however, apparently the wrong way to do it.
400  Developer / Business / Re: How to sell my game on: December 09, 2009, 08:15:52 AM
We use BMT Micro for Eufloria. They are great and their customer service is top notch. Recommended, although I've not tried others. The only thing I'd say is their sales data analysis is not ideal.
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