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322
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Feedback / DevLogs / Re: Son of Nor
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on: March 11, 2013, 07:39:25 AM
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Really cool. The quality of graphics looks really much like AAA. You have to work on animations though, they look rather bad... Cool terraforming features though  I wish for huge AOE spells, with breath-taking effects! Another thing I wish for are tactically-driven mage battles, so that you don't simply *here, shoot that guy with a rock*, but much rather... tactical?
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324
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Feedback / DevLogs / Re: Stonehearth
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on: March 07, 2013, 06:43:59 AM
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Incredible! Please, add mages! Please! Like, dark wizards or so. Oh, it would be so nice 
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326
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Developer / Technical / Re: Game Engines for Indie Developers
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on: March 05, 2013, 09:37:09 PM
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Jay Tholen, Basically, your best bet is C++... All free, works on Windows Phone 8, iOS, Android, Windows, Linux, Mac "you name it". Oh, let me make a lovely table: | Language | Windows | Linux | Mac | Android | iOS | WP8 | | C++ | Y | Y | Y | Y | Y | Y | | Java | Y | Y | Y | Y | N | N | | C# | Y | Y | Y | Y* | Y* | Y |
* Requires additional payment
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327
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Developer / Technical / Re: The happy programmer room
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on: March 03, 2013, 11:52:50 AM
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LOL
I was tired like a week ago, tried to code seamlessly-loaded map grid. I coded up like additional 100 lines to an existing class and it was buggy, slow and not working properly actually.
Demotivated by that, after two days of trying, I deleted all those additional lines and said to myself: "This shit really deserves a 100% re-write. *SIGH*". I was too demotivated to pick that up till today.
I sat down. Looked at it. Wrote LITERALLY 6 lines and BAM. Fast, efficent, and fully working seamlessly-loaded map grid.
So happy that I got it done! World of opportunities, here I come!
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329
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Developer / Technical / Re: Programming Language to start with
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on: March 01, 2013, 07:44:39 AM
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I'll back what other(s) said - In the end it doesn't matter what language will you start with. Going python as 1st language, you'll probably end up with same experience as somebody who started with any sort of BASIC / LUA. Doesn't matter I think. Personally, I had this route: Macromedia Flash MX + ActionScript 2* -> RPG Maker 2003 -> DarkBASIC Professional -> A bit of LUA -> C++ I started with AS 2 when I was about 8 though, switched to RPG Maker 2003 when I was like 10, then to DBPro when I was 13, LUA when I was 14 and C++ when I was 15. Also somebody mentioned hello world list in all languages. Here's an alternative site: http://www.roesler-ac.de/wolfram/hello.htm 
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331
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Developer / Technical / Re: How to produce PSP XMB's bkg effect?
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on: February 25, 2013, 02:52:03 PM
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Yeah, seems easy enough as a shader effect, like powly shows. Did you read that, kamac? Sure I did. Althrough, I am pondering how did he manage to think of such fragment shader. I guess I have lots of things to learn about GLSL.
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333
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Developer / Technical / Re: How to produce PSP XMB's bkg effect?
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on: February 25, 2013, 12:09:50 PM
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Polly, source? Please? Very big, nice, fluffy please?  You're an OpenGL guru. @EDIT Or atleast some more tips (I'd like to try and get it to working myself). I am quite inexperienced yet and this: drawing numerous graphs of a smooth function with gradually changing constants and additively blending them at low opacity. Doesn't mean much to me. From what I understood, I could draw graphs of lines with functions like y = 1/4*sin(x), but I've got no idea how to draw such lines (They'd have to be smooth, which as I guess can't be done with vertices?), nor how to blend them additively.
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334
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Developer / Technical / How to produce PSP XMB's bkg effect?
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on: February 25, 2013, 08:40:50 AM
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Hi. Could you guys give me tips on how would I go around creating such background effect?:  I'm using OpenGL and C++. ( I mean those background, funky lines. They animate, floating sometimes )
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338
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Developer / Technical / Re: File Open Problem in C/C++
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on: February 16, 2013, 02:21:16 AM
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Example: #include <Windows.h> #include <iostream>
int main(int argc, char* argv[]) { if(argc >= 2) { std::cout << argv[1] << "\n"; system("pause"); } else { std::cout << "No file choosen. Aborting.\n"; system("pause"); } return 0; }
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