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1075756 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:42:59 PM
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301  Developer / Technical / Re: How much should I worry about deprecated OpenGL API versions? on: March 23, 2013, 02:05:59 PM
Yeah, ordinarily I'm kind of a control freak, but I want to be able to play it on a GMA450, so the shaders are out of my hands for now.  FWIW I'm trying to keep things as standardized as possible by using, for example, GLM for vector math (more on that can of worms later).

First learn OGL 3.0/2.1, then make abstract layer for 1.0. This way you don't have to 'unlearn' things. I'd do it this way.
(Or you have access to GMA450 only?)

Good to know!
OpenGL 2.x is somewhat an equivalent of DirectX 9
OpenGL 3.x is somewhat an equivalent of DirectX 10 (Requires the same hardware)
OpenGL 4.x is somewhat an equivalent of DirectX 11
302  Developer / Technical / Re: Beautiful fails. on: March 22, 2013, 11:44:48 PM


Stoopid camera maths
303  Feedback / DevLogs / Re: Polycode on: March 20, 2013, 12:50:54 PM
Maybe except forums. Too high simplicity level doesn't look good to me  Concerned
304  Feedback / DevLogs / Re: Polycode on: March 20, 2013, 11:57:59 AM
Binaries aren't quite there yet, but I put the new Polycode site up:

http://polycode.org/

Exciting.

 Epileptic
305  Feedback / DevLogs / Re: CraftStudio: game-making for gamers (real-time collaborative!) on: March 19, 2013, 12:55:38 PM
I guess that's right, but when you use java, people can't peek at your source code. (For some that's good, for other that's bad I guess)

It's not that simple. You can minify JavaScript to a point where it's basically a slightly more readable form of bytecode. And on the other side, you can decompile Java bytecode and try to make sense of it (look at the Minecraft coding pack for instance, it decompiles the Java Minecraft binaries and with some magic mapping, makes it readable & editable).

Still requires more work to get Java decompiled, and if project is big, I believe one could not get too much meaning from decompiled bytecode (never tried, just a general guess).
I believe both java and javascript is a valid option here (There's a very slight minority of people who don't have java installed within their browser - as you said, still a plugin through).

Whatever - I hope work over web player is going well, because I'd like to see it in motion  Wink
306  Feedback / DevLogs / Re: CraftStudio: game-making for gamers (real-time collaborative!) on: March 19, 2013, 12:46:28 PM
I guess that's right, but when you use java, people can't peek at your source code. (For some that's good, for other that's bad I guess).
307  Feedback / DevLogs / Re: CraftStudio: game-making for gamers (real-time collaborative!) on: March 19, 2013, 12:14:28 PM
Oh, by the way, why not pick Java over javascript for this particular task?
308  Feedback / DevLogs / Re: CraftStudio: game-making for gamers (real-time collaborative!) on: March 18, 2013, 02:33:53 PM
Really nice, but won't adding such support force you to update javascript side of things when doing engine changes? That can turn out quite tough I guess.

Really cool anyway Smiley
309  Player / General / Re: What are you using your raspberry pi for? on: March 17, 2013, 02:21:22 PM
When I got my Pi, I thought about making some kind of PSP's XMB which would run on minimal-raspbian image and would boot on start. That'd make it kind of PSP. It'd allow peeps to write games for it that could run just like PSP ones, probably using some kind of library I'd provide.


But I haven't got time for that, so you're free to try yourself, if you want. You should know that you should code the whole thing on PC under ubuntu, because it gets big.

Helpful topics I started on that purpose:
http://www.raspberrypi.org/phpBB3/viewtopic.php?t=29476
http://www.raspberrypi.org/phpBB3/viewtopic.php?f=31&t=35340

Have pun.
310  Feedback / DevLogs / Re: Liege - a story driven, tactical RPG on: March 17, 2013, 02:03:41 PM
Thanks for these answers, jrhee Smiley
Only two additional, not really so important questions:
1. What scripting language do you (guys) use?
2. What language are you coding the whole thing in?  Smiley

Cheers!

PS. I really wish there was some kind of function for following devlogs..
311  Feedback / DevLogs / Re: Stonehearth on: March 17, 2013, 01:06:14 PM
Incredible!

Please, add mages! Please!

Like, dark wizards or so. Oh, it would be so nice  Wizard

You mean like this?



Woo hoo! Yes! Just like that Smiley
I wish for some cool, dark spells now!  Smiley

Also, incredible castle-city!
312  Developer / Technical / Re: Compiling c++ on linux? on: March 17, 2013, 01:00:10 PM
Quote
PI + Case + xBox 360 wireless dongle + controllers (the last two might already be around) = super portable mini console you can carry around to force people to playtest your creations.

+ Some kind of display, which is costy ( I don't believe you'll always have some kind of accessible TV / PC Monitor around )
313  Feedback / DevLogs / Re: Liege - a story driven, tactical RPG on: March 17, 2013, 01:14:32 AM
Incredible artwork as for a game. Just to make sure: it's 2D?
Also, do you draw these characters in 2D, or they're in 3D (possibly mapped to 2D?)

Anyhoo, it looks great!
I'd love to ask some technical questions. Can't really resist:

1. That cool fighting scene you've shown - is it some scripted event? (LUA perhaps?) (I can't really tell if it's somehow made-up or actually in game)
2. Will this game be moddable? (I think of making a new storyline)
3. Mind telling how big your map tiles are? (If there are such)

PS.
Quote
Not sure about the seemingly ultra simple combat system though

I think it could've be a bit more complicated, too.
314  Feedback / DevLogs / Re: Humblets - New video! 13/03/2013 on: March 15, 2013, 12:54:52 PM
Ouch, unfortunately that outline is way too thick. If you wish to have one, you must shrink it. Otherwise, clean one looks pretty cool anyway.
315  Developer / Technical / Re: Compiling c++ on linux? on: March 15, 2013, 12:04:32 PM
Quote
I own a PC and acquired a Raspberry Pi which I now can't think what to do with... Wink

So true  Cheesy
It'd require fairly big amount of money to make some cool use of it. (3.5 Inch TFT-LCD Mini Monitor: $24, some mini keyboard with touchpad: ~$30, external USB battery [10000 mAh]: ~$40)
When you sum it up - $94 + dispatch costs, which would probably give us a cost of about $100. And I bet it'd turn out that you need something else, too.

PS. pi itself is about $40 (with case) + those accessories mentioned ~= $150. PS Vita is $247 on amazon. Not really worth it, unless somebody's a real geek.
316  Developer / Technical / Re: Compiling c++ on linux? on: March 15, 2013, 11:10:22 AM
Quote
my linux pc is a raspberry pi

Somehow I knew it  Tongue
If you want to do bigger things, you can install ubuntu as dual-boot on your windows machine, code there, compile there and only run on your PI.
317  Developer / Technical / Re: The happy programmer room on: March 15, 2013, 08:31:20 AM
A-thingy-a-day. Got actors events to actually work and be executed - for now only command MESSAGE is supported, and it means boxes with messages coming from bottom of one's view. Woo hoo, hoo.
318  Feedback / DevLogs / Re: Humblets - New video! 13/03/2013 on: March 15, 2013, 08:14:19 AM
Quote
It sort of hides the lack of details but I don't really like the way it looks

Why? I think it looks better than the original. Maybe try smoothing out that silhouette a bit? Or shrinking it?

And wow, you're still working on it Smiley
319  Feedback / DevLogs / Re: Pixel Champions [MMORPG] on: March 15, 2013, 05:15:12 AM
That's nice. Althrough, here are my thoughts for now...

1. The graphics need their own style. Currently they look like some of them would be taken from one place, and some from other which gives mixed-style, and it doesn't look too good. That's the most important one.

2. Your site http://www.pixelchampions.com/ would require a slight redesign I think. ( I am not saying that I can do alot better, but for comparison you might want to take a look )

I am sure that your site could be much more responsive. For example, menu buttons could atleast highlight when we mouse hover on them. Same for library buttons.


Your game might be great and all, but those two things (appearance and website) are actually making somebody either play your game or leave it.

You might either ignore these advices, or try to make some use of them. Hope it's helpful.

PS. You might want to switch your website to pixelchampions.com from frostwinds.com in your TIG profile
320  Developer / Technical / Re: What are you programming RIGHT NOW? on: March 14, 2013, 01:42:57 PM
Coding up message-display manager. Mhmmm. Alot is being added to the whole filesystem.
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