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1411367 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 06:35:19 AM

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141  Developer / Technical / Re: Using SOIL to load PNG images on: February 27, 2010, 11:17:44 AM
I gotta say, it's always a great moment when something starts working after you've smashed your head on the wall for ages about it  Big Laff
142  Developer / Technical / Re: Using SOIL to load PNG images on: February 27, 2010, 10:30:18 AM
Went through one of my old projects just to find out how I loaded PNG files using SOIL, heh.

Here we go:
Code:
       _ID = 0;

_ID = SOIL_load_OGL_texture( filename.c_str(), SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MULTIPLY_ALPHA ); // loads the actual texture in as opengl texture

if( !_ID ) // error loading file
{
std::cout << "Texture " << filename.c_str() << " not loaded. " << std::endl;
return false;
}

Meh... Shocked Straight paste from old project but yeah, that's the way I did it. Don't know does it help at all but hopefully it does.
143  Developer / Technical / Re: OpenGL on Windows on: February 25, 2010, 06:14:41 PM
So strange.. I've never ran into anything like this and I've been actively with OpenGL And OpenGL ES for the past two and half years. Kind of feel annoyed for not being able to give any insight into the problem.  Facepalm
144  Developer / Technical / Re: Rectangle packing algorithm on: February 25, 2010, 12:57:17 PM
Rectangle packing... ahh.. enjoy. It's a proper way to get destroyed. I have worked on this problem on few different projects.

But yeah, check these out:
- http://www.blackpawn.com/texts/lightmaps/default.html (I used a modification of this in one of my projects to do rectangle packing)
- http://grial.iiia.csic.es/~marti/wordpress/wp-content/uploads/2007/03/packing.pdf
- http://kossovsky.net/index.php/2009/07/cshar-rectangle-packing/

Random bibs on it:
- http://en.wikipedia.org/wiki/Bin_packing_problem

But I definitely recommend the first one. It wasn't anything magical but got me started a year ago when I did it for the first time.  Ninja

Have fun and hopefully some of those links give some idea on rectangle packing.
145  Developer / Technical / Re: Homebrew Creator's Club: Meeting One on: February 22, 2010, 07:09:07 AM
I seriously need to get my linux box up and running again so I can screen irssi and hang on the channels I like all the time... huff.. that's more of future stuff again. Not going to bother now since a bit busy.  Ninja
146  Developer / Design / Re: So what are you working on? on: February 21, 2010, 11:16:53 AM
Low fidelity version of our game idea:



I like this. I want friends who are up for geeky stuff like this. It's no fun doing all this by yourself and then "playing" it on your own and figuring out what would work and what not...  Facepalm
147  Developer / Technical / Re: Homebrew Creator's Club: Meeting One on: February 21, 2010, 11:09:10 AM
Anyone actually managed to hack together a IDE to work with the GBDK? Currently doing my work with GBDK through Programmers notepad and with the help of the batch file. I cannot seem to be able to hook up the Makefile to Programmers notepad. If I could get that done I could use sexy, one click F5 to compile instead of running the batch file every time.
148  Developer / Technical / Re: The grumpy old programmer room on: February 21, 2010, 03:23:17 AM
Whoa, I did not know you could make Flash games with free tools Shocked  Or I assumed the free tools would produce poorly-supported SWFs.  Awesome, thanks for the infos!

Hehe. Flixed and / or FlashPunk are good options. Choose your weapon.  Gentleman
149  Player / General / Re: Indie desktops! on: February 19, 2010, 05:44:34 PM
EDIT # 1:
Ok, first try, fail... Image got blown away. Two secs and trying again.  Facepalm
150  Developer / Art / Re: Mockups on: February 19, 2010, 05:39:24 PM
Where do I sign up?
151  Developer / Technical / Re: Homebrew Creator's Club: Meeting One on: February 18, 2010, 06:35:24 AM
Cthulhu32:
Thank you. I salute you and recognize your work as a work of a  Wizard.


Will try this out later. I installed Linux, for no obvious reason, to do my GB dev from that side. Just to fuck myself over really badly.  Big Laff

152  Developer / Art / Re: Photography on: February 16, 2010, 04:25:26 AM
Any advices on a decently cheap old camera model that allows me to take those really cool "old" looking grainy bw high contrast shots? ... Oh wow, does that even make any sense? Do tell if it doesn't and I'll try whining more about it.
153  Developer / Art / Re: show us some of your pixel work on: February 14, 2010, 01:45:50 PM
Oh god I laughed so badly.
154  Developer / Technical / Re: Component Fail! on: February 14, 2010, 11:18:59 AM
Code:
std::for_each(List.begin(), List.end(), std::mem_fun(&Component::Run));

I like this for no obvious reason. Sexy.    Giggle
155  Developer / Design / Re: So what are you working on? on: February 14, 2010, 04:31:49 AM
uhm, if it's tile based and those are collision boxes I advise you that's a lot faster doing collisions against a grid of tiles not matter how big it is than checking all those boxes around... but that system is nice for non tile based stuff Smiley

I know, but this game uses a out of the box physics engine -> avoiding issues with tile edges by declaring bigger collision boxes. If you use normal tiles the physics engine at times has the habbit to "trip" your character on the edge of the tiles that are laid next to each other and your character is running on top of them.

There are multiple ways to solve it. I use two different methods. Using bigger collision boxes through the editor and character feet is a sphere to roll on top of things.

Plus there's collision groups, custom collision handlers and collision solver.

EDIT # 1 : And the tool allows me to work with either tile collisions or by declaring custom collisions. Meh. Nothing fancy really but gets the job done. Plus with this game the speed is not the issue definitely.

And with all the crazy shit flying around, it kind of is tile based and is not Tongue The graphics are built of tiles and that's about it. Durr...?


EDIT # 2 : oh wow.. that has to be the most redneck explanation I've ever given on anything. I'm quite proud of it since it makes absolutely ... no sense, maybe a bit but not much  Noir
156  Community / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting on: February 13, 2010, 03:38:03 PM
Both doing our last year. I'll be returning to Finland when I finish my studies here in UK and hopefully jump on this train and get other stuff rolling too.

Also, check this out, quick draft :


Going to get my business cards printed out for an Expo next month where I'm showing my last year stuff. Whoot. Just generally hoping to get good contacts there. >> http://www.tees.ac.uk/schools/scm/expotees/
157  Community / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting on: February 13, 2010, 03:17:41 PM
Haha, cheers for the support. Still alive. Personally I haven't done a single line of code for this game this year. Which is a shame, but like we said, we are going to finish our last year of university and then hop back on the train. We actually talked about this with kinnas and we came to the conclusion that we better finish our university year first.

My uni year ends at 21. of May and kinnas' around the same time "roughly", we are going to have a meeting after that and see were we take the project from there. Obviously since we've been off the project for so long it will be interesting to get into it and it will probably change a bit. Probably hoping to learn from past mistakes a bit and getting this project rolling even faster.

But thanks again for poking around, makes me happy to see someone interested and makes me feel like firing up Visual studio INSTANTLY and start programming on it.  Gentleman
158  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 12, 2010, 10:40:53 AM
Then what about this: http://www.blogtv.com ?
Has anyone stumbled on that one? I find it interesting, well the idea of some interesting indies giving out some random web feeds and showing us how they work their magic. Especially artists, just because you guys are Wizard
159  Developer / Technical / Re: The happy programmer room on: February 11, 2010, 02:53:39 PM
After spending the whole week with Android (my final year project) and I thought of implementing Bitmap fonts to render GUI stuff quickly. Because this week has been complete horse shit I was ready to fight with it for at least 3 hours and after 30 minutes of work, it works. Hmmh... That went surprisingly painlessly. Now I just need to pack it into a sexy class, optimize it a bit, make sure all textures are saved accordingly and blaa blaa blaa and after that push out a OpenGL ES bitmap font creation and use tutorial.

So should have a tutorial for it done in a week or two, depending on schedules of other work.

Since I got it done, I'm going to tinker with it a bit and after that take the rest of the night off and have an early night. God knows I need it.  Tired
160  Developer / Art / Re: My Art [Venator Inc.] on: February 11, 2010, 01:55:37 PM
You're not going to fuck the models; just draw them.
Haha.  Coffee
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