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1044447 Posts in 42325 Topics- by 34012 Members - Latest Member: Ad4m

September 21, 2014, 04:07:04 AM
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Pages: 1 [2] 3 4 ... 69
21  Developer / Technical / Re: GameMaker is a step back? on: July 09, 2014, 08:15:35 AM
If procedural language design is a step back, and object oriented design is a step forward.. Then functional programming is... a side step?
22  Developer / Technical / Re: GameMaker is a step back? on: July 09, 2014, 07:11:27 AM
Quote
@kamac - Programming in Game Maker can also be considered a step forward in case you prefer procedural ( opposed to object-oriented ), non-strict languages.

Didn't consider that. I view everything in programming by "the lower level the better" principle. (As do you, I suppose Tongue)

I guess it's all matter of perception
23  Developer / Technical / Re: GameMaker is a step back? on: July 09, 2014, 07:01:38 AM
In terms of programming, game maker would not be a step backwards, but most likely would not push you forward, while unity would be a significant step forward as it's widely used now. Go with C#, though.

In terms of game making, both are a step forward if you weren't too productive with obj-c / didn't know how to use it.

Whatever the case, I'd go with unity.
24  Developer / Technical / Re: Hotline miami like effect? on: July 06, 2014, 09:24:35 PM
Code:
//a - table of rgbs. Those are the colors you will be getting, one after another.
//t - time passed (starting from 0)
//d - time it takes to go from one color to another
//a_size - number of elements in a

rgb colorInterpolation(rgb a[], float t, float d, unsigned int a_size) {
    int i1 = (int)t;
    if(i1 >= a_size - 1)
        return a[a_size - 1];
    int i2 = i1 + 1;
    return a[i1] + (a[i2]-a[i1])/((t - i1)*d);
}

Assuming you are using C / C++, and got some kind of rgb class that has operator +, - and / defined.

That is for the text color interpolation. This is how you would use it (Assuming C/C++):

Code:
rgb colors[3];
colors[0].Set(255,255,255);
colors[1].Set(255,0,255);
colors[2].Set(0,255,0);

clock_t startTime = clock();

while(/* some main loop condition */) {
    rgb my_current_color = colorInterpolation(colors,clock()-startTime,1.0f,3);
}

Is that what you wanted?
25  Feedback / DevLogs / Re: moonman on: June 24, 2014, 12:10:18 AM
Do I get a badge for being around at the start? Smiley

Yes you do, so does Belimoth, Ashkin, etc. You guys will definitely be getting the game for free. That's the least I can do.. Smiley

I have a post on 1st page, where I admire I would love to possess your power.
Do I qualify for free moon planet, yet?

 Epileptic

Yeah of course kamac Smiley I'll either post here or PM everyone with a code to get the game for free, but it's still quite a few months off yet!

I STILL REMEMBER.
26  Developer / Technical / Re: Float DataStructure on: May 23, 2014, 02:40:21 AM
Why not use hashtables and turn your floats to strings?
27  Developer / Technical / Re: Beautiful fails. on: May 05, 2014, 12:22:27 PM
That reminds me of a persian rug
28  Developer / Technical / Re: Planes Do Not Render As Visable on: April 22, 2014, 03:31:29 AM
You could make a copy of the shader you are currently using, and modify it by simply adding the line:

Code:
Cull Off

( Here's a document on that: https://docs.unity3d.com/Documentation/Components/SL-CullAndDepth.html )

So, you have to download built-in shader sources according to your unity version:
https://unity3d.com/unity/download/archive

Then, in that package find the shader you use for your leaves, copy it's contents, make a new shader and paste the contents there, and simply modify it with what I mentioned above.

This is the best option, I think.


So, if you are using Transparent/Diffuse shader, you have to find the shader Alpha-Diffuse.shader in the downloaded package, and turn this:

Code:
Shader "Transparent/Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}

SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 200

CGPROGRAM
#pragma surface surf Lambert alpha

sampler2D _MainTex;
fixed4 _Color;

struct Input {
float2 uv_MainTex;
};

void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}

Fallback "Transparent/VertexLit"
}

Into this:

Code:
Shader "Transparent/Diffuse" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}

SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
LOD 200
Cull Off

CGPROGRAM
#pragma surface surf Lambert alpha

sampler2D _MainTex;
fixed4 _Color;

struct Input {
float2 uv_MainTex;
};

void surf (Input IN, inout SurfaceOutput o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}

Fallback "Transparent/VertexLit"
}

Should do it.
29  Developer / Technical / Re: Creating a new programming language from scratch? on: April 12, 2014, 11:32:41 AM
Maybe this is mostly humorous, but might add a little perspective on the topic for someone reading: http://colinm.org/language_checklist.html

Code:
Unfortunately, your language (has/lacks):
...
[ ] goto

Lol.
30  Developer / Technical / Re: Unreal Engine 4 for 19$ a month including source code on: March 27, 2014, 07:52:45 AM
I'm not even sure you need an active subscription to put things out. It's only a prediction, though.
31  Feedback / DevLogs / Re: Dungeoneering on: March 19, 2014, 09:54:47 AM
the atmosphere music was good

What music? Durr...?
I guess you mean something like how shitty the youtube one was (and is).

Quote
This looks amazing so far! I seriously have a hard time this is actually being developed for android, I had no idea that with was a possibility for mobile devices. While it would probably take a considerable amount of time before I was java fluent enough to design something like this, it gives me a lot of hope and ideas for the future Smiley Thanks for linking me to this thread sir, I appreciate being sown such a good example of the possibilities of java on android!

Glad to have helped Tongue
32  Developer / Technical / Re: Does anyone here program their games with Java? on: March 16, 2014, 03:20:59 AM
I am (or used to be) primarly a C++ dev, but due to my latest projects I was, to some extent, forced to work with java.

This is the game I am currently developing with it (Android. Rendering is done through OpenGL ES):
http://forums.tigsource.com/index.php?topic=37935.0

Though, because I have C++ experience, it was trivial to understand Java. I think all I had to do was read a few examples here: http://docs.oracle.com/javase/tutorial/

I guess that's not very helpful to you, but I thought that you might want to see another Java game for mobiles.

I learned C++ through a book, practise and reading various news about it. Might be a good thing for Java, too.
33  Developer / Technical / Re: Compiler Linking Help on: March 12, 2014, 11:13:58 AM
Quote
Very few people manage makefiles by hand or compile from the command line these days.

Not that few  Durr...?
34  Developer / Technical / Re: 2D Pixel Drawing Lib on: March 01, 2014, 02:10:41 AM
You could write your own with OpenGL. It'd be ready within ~20 minutes (along with the framework).

Though I guess that's not what you want. Undecided
35  Feedback / DevLogs / Re: Dungeoneering on: February 27, 2014, 12:15:18 PM
(Click to make it go big)


Moving slowly towards adding first cutscene. For now adding art only. The purple-ish mage is the archmage's sprite (game sprite of the avatar posted earlier). He'll be in the cutscene.

I still have to do grand assassin and swordmaster sprites, then I'll start on adding scripted events. (Cutscenes etc.)

And yes, the king's throne is very much WIP.
36  Feedback / DevLogs / Re: Risk of Death 2 on: February 22, 2014, 11:12:16 AM
Quote
y why u hate me kamak

Even though my hate might seem genuine and overwhelming, when you unveil that dull shell using the key that is hidden deep inside your soul, in the temple of your body, you will find nothing but pure love.
37  Feedback / DevLogs / Re: Risk of Death 2 on: February 22, 2014, 10:03:49 AM
"I loved the vanilla RoD, so when I read about RoD 2 I got SOO excited! A must have for any self respecting indie gamer!" ~ A fanatic fan

No, really. The screens look nice. Only that there's this contrast between the mage and background on the 2nd screen. (Cpt. Obvious)

Kinda reminds be of Magicka, only in 2D. ( I guess it's the mage's hood. As fancy as it was in Magicka )
38  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: February 22, 2014, 09:57:14 AM
Don't forget DLCs. They'll double your bank account status.
39  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: February 22, 2014, 08:12:54 AM
Damn you're fast with sequels. Tongue
40  Developer / Technical / Re: Hi, need technical guidance on: February 20, 2014, 01:04:15 AM
... but if you don't want to switch languages later on, I'd go for C#. It can do all of the things you mentioned, and will most likely give you some proper experience.
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