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1096924 Posts in 45445 Topics- by 37226 Members - Latest Member: epicgames

March 04, 2015, 06:32:43 PM
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21  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: November 17, 2014, 01:13:35 PM
Another thing. I kinda messed up the guy's left arm (the one that's getting hit)

It's unproportional.
22  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: November 15, 2014, 02:04:42 PM
Two new things today.

This one (below) was pretty much just a sketch. I didn't want to focus on heads, but bodies below them. I didn't kinda erase anything, so it was just quick sketching, but I think it turned out pretty good anyway.
23  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: November 14, 2014, 10:47:08 AM
Ah, also. Some stuff that I did throughout the year.. Some of it are just doodles (like the 1st one)

It's not too much of an improvement, but it's not like I study drawing a lot.
24  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: November 14, 2014, 09:24:21 AM
Soo, after a good while, I'll post some stuff here.

I wanted to see how good I could possibly do when doing manga type of thing... Could've been better, but it's something, I guess.
("Read" from right to left)

25  Developer / Technical / Re: Patching on: October 15, 2014, 09:10:18 AM
What exactly do you want to patch?

An injured comrade, I think.
26  Developer / Technical / Re: How to create a low resolution 3D game for mobile? on: October 06, 2014, 01:13:46 PM
Alternatively, read the pixels from the screen, then create an image from that, and display it as a 2D gui element, over the whole thing. Not sure it's performance would be acceptable on mobiles, though.
27  Developer / Technical / Re: How to create a low resolution 3D game for mobile? on: October 06, 2014, 11:44:22 AM
He said he cannot use Render to Texture.

Seems kinda impossible to me without doing that, though.
28  Developer / Technical / Re: Audio converting ( wav to ogg ) on: October 04, 2014, 03:11:04 PM
Hmph, this is too big of a bother. I've switched to MP3 encoding, and it works. (using LAME encoder)

Anybody knows if they still have some copyright on it, though?
29  Developer / Technical / Re: Audio converting ( wav to ogg ) on: October 04, 2014, 10:33:30 AM
I can't.  Concerned
30  Developer / Technical / Re: Audio converting ( wav to ogg ) on: October 04, 2014, 09:56:08 AM
Sigh, why do they have to make it so hard.

I have this:

But there are still obviously things that are wrong. My doubts begin at line 88. I've no idea what do they mean there. I use one channel and my sample type is int16_t... What do I do with it there.. Also, does that mean it's iterating through my raw buffer by 1024 bytes (512 int16_ts) per each loop?

I just have no idea what's the iteration, what if the number of bytes in the buffer is not a power of two, and how do I fill the buffer when it's supposed to have one channel.

This is so confusing.
31  Developer / Technical / Re: Audio converting ( wav to ogg ) on: October 04, 2014, 06:15:45 AM
Particular part of program.
32  Developer / Technical / Audio converting ( wav to ogg ) on: October 04, 2014, 01:38:47 AM
Hey there.

I need to convert a .wav audio data to .ogg, but I cannot find a clear explanation on how to do that. There are many different libraries, but they seem to work on files ( aka give them a file and they'll convert it ), and I need to do that in RAM alone.

What to do? What to use?
33  Developer / Technical / Re: Beautiful fails. on: October 03, 2014, 03:15:33 PM
Dammm dat quadtree.
34  Developer / Technical / Re: looking for fastest 2d rendering lib on: September 12, 2014, 06:40:47 AM
Fastest would be a custom rendering lib that would be suited just to the thing you want to make.

Other than that, I'd give SFML2 a look.

I wouldn't do haxe / love2D, unless you can't do C++. Haxe is flash after all ( = slow as hell, unless it has a proper compiler that outputs .exe/.o, which I doubt ) (figured it can output c++), LUA is bytecode, which does reduce it's performance (would probably be especially visible on raspberry), unless you use LuaJIT.

You can't beat a well coded, C++ app with those, though.

Viable options that aren't C++ (slower, but I guess they're fine):
- lua + love2D
- blitzmax
35  Developer / Technical / Re: The happy programmer room on: September 10, 2014, 08:42:57 AM
It was mostly an excuse to get some Haskell practice in anyway. Using Parsec was a hell of a lot more enjoyable than my last parsing experience which involved magical C++ template meta-programming with Boost.Spirit.

Yeah, Boost.Spirit is pretty bad. Hand-written parsers 4 lyfe.
36  Developer / Technical / Re: Beautiful fails. on: September 08, 2014, 11:52:15 AM
Custom mipmapping in shader (I scale the texture instead of using normal mipmaps because the latter gave me gaps between textures) & triplanar texturing problems.
37  Developer / Technical / Re: Beautiful fails. on: September 08, 2014, 11:31:00 AM
38  Developer / Technical / Re: Your programming journey on: September 04, 2014, 12:13:21 PM
Nice idea.

When I was 8, I picked up Macromedia Flash MX, and wanted to make some games with it (apparently I didn't really know anything about it, so I wasn't really doing it the "clever way" [scripting alone], but very simple scripts to handle button presses and frame changes + lots of frames). My most notable creations was Gothic I (you simply switched between frames as if you would walk around the world. There were no fights from what I recall. I wouldn't know how to code one), Gothic II (an excellent sequel to my previous Gothic adaptation. 10/10 - would play. This one had "fights". You had to quickly press all the monsters on screen before your HP reached 0), and the best of those - Club Penguin adaptation. It was offline, but had support for two players sharing one keyboard (no splitscreen ofcourse), but it let you kinda build in your house (I don't recall how exactly, but there was plenty of furniture to choose from), and even wear clothes like shirts, boots and hats. My greatest achievement.

Around the age of 13 I made a huge step forward and learned Dark Basic Professional (which was already free at that time). That's when I finally learned what a "variable" is and so forth. My greatest "game" was archery simulator, I think. It was 3D, had actual bow animations and you could shoot actual arrows with simple gravity and world collisions (they'd get stuck in a wall if they hit one). I have also created some kind of 2D map editor (very simple, not useful), isometric map drawing and probably a lot of other useless stuff.

After sticking to Dark Basic Pro for two years (with some simple LUA tests and C coding [I had no idea what a pointer was], and perhaps some other stuff like JavaScript and whatnot), I finally purchased a book about C++. It was like 1200 pages long, but I finished it within two and a half weeks, I think. Using the newfound knowledge, I picked up SFML and did some stuff with it - procedural 2d islands generator (very primitive and I didn't look up any docs on this matter, so it was all based on rand(), no noise functions or whatever), some GUI and more isometric stuff (plus a countless number of tests along the way). After using SFML, I decided to try and learn OpenGL, and I dedicated myself to that for about a year. During that time, I also used App Game Kit to make my first complete game - Spell Breath. Then, after some time I picked up Java to make another android game - Dungeoneering, which development I dropped at some point. Oh, right, I also developed a working language when I was 16/17 (I should probably add floats and GC to it, though. But my main interest was to have a lexer, AST parser and to output .exe files) with C++. It's called caseum and it's useless Wink

Now I'm 18, and decided to try Unity about half year ago, and realised I'd better stick to it for any future 3D games. Unless a better alternative emerges, of course. At the moment I'm doing a C++ project for my dad, and C++/C# project collaboration on unity-related stuff.

I haven't mentioned it, but I went through more languages than that - using them to a fine degree (AS3 - I used that at an intership with one casual game studio, Basic4Android - I used it when I was 14/15 to make my first "dumb" game for android, and one collaboration project (also very simple), Go - I still use it from time to time, and find it nice for quick server tests)
39  Feedback / DevLogs / Re: moonman on: September 02, 2014, 10:57:32 AM
You're kinda persistent to keep doing this game after so many years. Nice attitude. Keep it up Hand Thumbs Up Left

I wouldn't be able to do that for this long myself.
40  Developer / Technical / Re: Open source license for library? Unrestricted but must share enhancements. on: August 21, 2014, 05:18:56 AM
LGPL with adnotation that lets others statically link the library.

It looks like this:

YourSoftware makes use of the LGPL v3 with the following exception:

As a special exception to the GNU Lesser General Public License, you may use any file of this software library without restriction. Specifically, if other files instantiate templates or use macros or inline functions from this file, or you compile this file and link it with other files to produce an executable, this file does not by itself cause the resulting executable to be covered by the GNU Lesser General Public License. This exception does not however invalidate any other reasons why the executable file might be covered by the GNU Lesser General Public License.
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