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

December 28, 2014, 11:43:31 PM
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321  Feedback / DevLogs / Re: Pixel Champions [MMORPG] on: March 13, 2013, 07:20:59 AM
Congratulations Smiley
322  Feedback / DevLogs / Re: Son of Nor on: March 11, 2013, 07:39:25 AM
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 Smiley
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?
323  Developer / Technical / Re: The happy programmer room on: March 10, 2013, 02:53:17 AM
I finally got around and written A* pathfinding within C++!  Smiley
324  Feedback / DevLogs / Re: Stonehearth on: March 07, 2013, 06:43:59 AM
Incredible!

Please, add mages! Please!

Like, dark wizards or so. Oh, it would be so nice  Wizard
325  Feedback / DevLogs / Re: Pixel Champions [MMORPG] on: March 05, 2013, 09:44:30 PM
Keep these updates and news rolling! I am interested in being up to date with how's your MMO doing.
326  Developer / Technical / Re: Game Engines for Indie Developers on: March 05, 2013, 09:37:09 PM
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:

LanguageWindowsLinuxMacAndroidiOSWP8
C++YYYYYY
JavaYYYYNN
C#YYYY*Y*Y

* Requires additional payment
327  Developer / Technical / Re: The happy programmer room on: March 03, 2013, 11:52:50 AM
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!
328  Developer / Technical / Re: Opinions on a cross-platform GUI toolkit on: March 01, 2013, 09:49:54 AM
Basically your big "players" here are wxWidgets, Qt, and GTK+.
I had a thread on that before:

http://forums.tigsource.com/index.php?topic=29003.0

You'll probably find something useful there.
329  Developer / Technical / Re: Programming Language to start with on: March 01, 2013, 07:44:39 AM
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

 Giggle
330  Developer / Technical / Re: How to produce PSP XMB's bkg effect? on: February 26, 2013, 09:20:58 AM
So, I gave it a go and it looks meh. Took me many tries and variations though...

http://glsl.heroku.com/e#6996.0

(Use on precision = 1 or better, otherwise it looks suckish)

I still wonder how polly did it.  Droop
331  Developer / Technical / Re: How to produce PSP XMB's bkg effect? on: February 25, 2013, 02:52:03 PM
Quote
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.
332  Developer / Technical / Re: How to produce PSP XMB's bkg effect? on: February 25, 2013, 02:21:10 PM
Well, the problem here is about drawing curvy lines. I wonder how polly did it.
333  Developer / Technical / Re: How to produce PSP XMB's bkg effect? on: February 25, 2013, 12:09:50 PM
Polly, source? Please?
Very big, nice, fluffy please?

 Epileptic
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:
Quote
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.
334  Developer / Technical / How to produce PSP XMB's bkg effect? on: February 25, 2013, 08:40:50 AM
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 )
335  Developer / Art / Re: show us some of your pixel work on: February 23, 2013, 07:02:08 AM


 Epileptic

Too good to be true...
336  Developer / Technical / Re: The happy programmer room on: February 16, 2013, 01:03:24 PM
Wow. First time double-posting in this thread!
Guess I'm the lucky one.

Anyways, jQuery is so fun to play with!
Can't get enough of it Smiley
337  Developer / Technical / Re: The happy programmer room on: February 16, 2013, 04:54:03 AM
Took me about 30-40 minutes, but finally got my fill tool done :3
Turns out it was only 56 lines.
338  Developer / Technical / Re: File Open Problem in C/C++ on: February 16, 2013, 02:21:16 AM
Example:

Code:
#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;
}
339  Feedback / DevLogs / Re: CraftStudio: game-making for gamers (real-time collaborative!) on: February 14, 2013, 12:28:34 PM
Not sure if I asked that before, but you coded the whole GUI yourself too?  WTF
340  Developer / Technical / Re: What are you programming RIGHT NOW? on: February 13, 2013, 11:51:21 AM
Processes adding. For event editor which is built-in to mission editor which is built-in to the game itself.

 Epileptic

It's tough.
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