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1076039 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:58:08 AM
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661  Developer / Technical / Re: Code Factorization to multi platforms game on: July 21, 2011, 02:39:49 PM
When your only option is Java or C++ I have the following thoughts for you:
Android supports C++ via NDK; PC and iOS support C++ (there are some free systems that support mac, pc and ios e.g. http://www.maratis3d.org); Java works for PC and Android (there are some free systems that are build for this like libGDX); there are some free systems to compile Java/Android stuff to iOS (http://www.xmlvm.org/ -> http://www.cokeandcode.com/aboidblog/ ); AFAIK all these "compile to XY" solutions are not production quality systems;
some commercial systems support all devices (e.g. unity);

I personally would try to develop with Flash/AS3 (see http://www.gamedev.net/page/resources/_/reference/programming/game-programming/300/developing-a-mobile-application-with-flash-r2797 ).



662  Developer / Technical / Re: Flixel vs Flashpunk on: July 20, 2011, 06:27:42 PM
The added bonus to performance is especially important to game developers.
I would say: productivity over performance.

Giving HaXe a try might be a good idea. I never used HaXe yet. I'm afraid that it is still very hacky and backed only by a very small community... HaXe seems to be something that rarely works out of the box and requires quite an understanding of the target platforms/languages - this is why I would never recommend haXe to total noobs.
Btw interesting similar project by google: http://code.google.com/p/forplay/

sorry for this OT stuff...

ps: i am interested in good benchmarks, can you point me to some?
663  Developer / Technical / Re: Flixel vs Flashpunk on: July 20, 2011, 04:43:52 PM
Isn't Flash itself very crossplatformish? I guess targeting iOS is easier with Flash than with HaXe. http://www.gamedev.net/page/resources/_/reference/programming/game-programming/300/developing-a-mobile-application-with-flash-r2797 seems to be a good introduction. Scaleform seems to be able to bring Flash even to XBLA, PSN and WiiWare. Some Games on Steam are made with Flash/AIR too... When Molehill is ready, there is no need for any other system than Flash and some nextgen engines ^^.
664  Developer / Technical / Re: Grid size on: July 20, 2011, 03:12:44 PM
Bothering about such things only slows your production speed. Unless you are making nextgen stuff or games for weak devices (like old cell phones) you can do as you please. Beware of premature optimization.
665  Developer / Technical / Re: Draw an outline of a level on: July 18, 2011, 06:22:08 AM
The rooms may have pocket spaces that are only accessible from other rooms. The question then is, "where do I start a flood fill from?"
player start position or portals... the floodfill could just flood through the rooms like the player would. it should be able to "flood" through portals like the player... don't tell me you cannot distinguish holes in the wall from room entries/exits... Smiley
666  Developer / Technical / Re: Draw an outline of a level on: July 18, 2011, 04:37:51 AM
*custom floodfill knocks at the door* Well, hello there!
when doing this you could run over the grid afterwards and remove all tiles that have no empty neighbor.(for very similar results to your algorithm) (btw using floodfill would also assure that the player cannot leave the level through a hole in the wall...)
667  Player / General / Re: We need more underwater games... on: July 16, 2011, 11:12:30 AM
I loooove every level in DKC :D I was so disappointed when I found out that there is no water level in DKC Returns. What issues with hitboxes?
668  Developer / Technical / Re: Draw an outline of a level on: July 16, 2011, 04:27:39 AM
Yeah. Donuts are an issue.

But this week we also tried one of the advantages of connecting rooms by matching up exits, Making a room that fits inside a donut. That was pretty cool. In such a situation, not illustrating holes might be an advantage because it wouldn't add the hole in the middle to the player's progress map until you went inside it.
then your solution seems to be a good fit Smiley. btw thx for sharing the code. maybe you can implement a mode where the automatic detection is skipped and the editor can place "minimap border pieces". this would lead to full flexibility. in special cases the artist could augment the automatic result or just skip it for hidden rooms.
669  Developer / Technical / Re: Draw an outline of a level on: July 16, 2011, 02:43:08 AM
I still don't understand how I'm supposed to go from a glow filter and fill in the result. Don't I still have to detect what the inside of the level is?
Yes, this is the main problem. I always thought you can distinguish inner parts of the room from the outer walls. Without this knowledge "draw everything with an opaque constant-colour on top, so that only the external edges are left" is impossible. I think a custom floodfill that "understands" portals should solve this and can fill the rooms.

Your Marching Cubes algorithm does not work for rooms with a hole in them/hides the hole, am I right?
Code:
  #################
  #               #
  #    #######    #
  #    #     #    #
  #    #     #    #
  #    #######    #
Start            Exit
  #################
670  Player / General / Re: We need more underwater games... on: July 16, 2011, 02:38:47 AM
Hehe I was aware of it, naming links often helps against this Giggle
671  Developer / Technical / Re: Apparently one can convert Flash to HTML5 on: July 15, 2011, 06:59:50 AM
I think this is much more interesting:
http://code.google.com/p/forplay/ (by google)
(similar to haXe)

AFAIK CS5 can export animations to HTML5.
672  Developer / Technical / Re: Draw an outline of a level on: July 15, 2011, 06:33:33 AM
Ah ic, something like this?
Code:
#################      ############
#               #      #          #
#          #### #      #  ####    #
#   #####       ########         ##
#                              ####
###################################
One could use floodfill to fill the rooms and then use the glowfilter. I assume the player's start position and portals are always inside so you could use them as starting points for the floodfill.
Code:
#################      ############
#               #      #          #
#          #### #      #  ####    #
#   #####       ########         ##
# *                            ####
###################################
->
#################      ############
#################      ############
#################      ############
###################################
###################################
###################################
673  Developer / Technical / Re: Draw an outline of a level on: July 15, 2011, 06:05:48 AM
I don't understand why a glow filter does not work. AFAIK the glowfilter just paints all opaque pixels with the glow color and expands them with a blur kernel. This is topolgy independent.
674  Developer / Technical / Re: Draw an outline of a level on: July 14, 2011, 02:46:07 PM
donut shaped? I don't really understand what this means. The GlowFilter should always work. Maybe you have to paint multiple layers. Can you make a sketch with paint or something to understand your level structure?

GlowFilter (knockout=false):
675  Developer / Technical / Re: Draw an outline of a level on: July 14, 2011, 02:25:16 PM
use the GlowFilter with knockout=true and high strength/low blur.
676  Player / General / Re: We need more underwater games... on: July 13, 2011, 07:46:06 AM
Classic controls are hardcore, almost inaccessable... But they are part of the fun when you have mastered them. http://www.clonk.de/ce.php?lng=en is the predecessor for free. Clonk was a major part of my childhood.

AFAIK Clonk is the mother of all 2D Minecraft-likes Smiley (direct character control in combination with landscaping, engineering and construction work).
677  Player / General / Re: We need more underwater games... on: July 13, 2011, 05:52:51 AM
Clonk has some nice underwater gameplay too:
http://www.youtube.com/watch?v=p83_ONA9qyw#t=84s
678  Player / General / Re: We need more underwater games... on: July 12, 2011, 06:42:26 AM
Sub Culture is a great underwater game. There are quite a few submarine games.
679  Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name on: July 11, 2011, 11:54:28 PM
Thanks. The game is still in alpha. If I come up with a better name why not change it.
Well I think the name has been spread over the internet already. Changing it may severely harm its popularity. http://www.google.de/search?q="King+Arthur's+Gold"
680  Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name on: July 10, 2011, 04:34:11 AM
@MM I love your game Soldat. Soldat is one of my favorite games of all time Smiley. I think "King Arthur's Gold" is a good name especially because the game has already a fanbase / is a brand. Do you want to rename it / are you unhappy with the name?

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