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142
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Developer / Technical / Re: Using SOIL to load PNG images
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on: February 27, 2010, 10:30:18 AM
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Went through one of my old projects just to find out how I loaded PNG files using SOIL, heh. Here we go: _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...  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.
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143
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Developer / Technical / Re: OpenGL on Windows
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on: February 25, 2010, 06:14:41 PM
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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. 
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145
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Developer / Technical / Re: Homebrew Creator's Club: Meeting One
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on: February 22, 2010, 07:09:07 AM
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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. 
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146
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Developer / Design / Re: So what are you working on?
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on: February 21, 2010, 11:16:53 AM
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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... 
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147
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Developer / Technical / Re: Homebrew Creator's Club: Meeting One
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on: February 21, 2010, 11:09:10 AM
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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.
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148
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Developer / Technical / Re: The grumpy old programmer room
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on: February 21, 2010, 03:23:17 AM
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Whoa, I did not know you could make Flash games with free tools  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. 
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151
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Developer / Technical / Re: Homebrew Creator's Club: Meeting One
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on: February 18, 2010, 06:35:24 AM
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Cthulhu32: Thank you. I salute you and recognize your work as a work of a  . 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. 
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152
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Developer / Art / Re: Photography
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on: February 16, 2010, 04:25:26 AM
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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.
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154
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Developer / Technical / Re: Component Fail!
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on: February 14, 2010, 11:18:59 AM
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std::for_each(List.begin(), List.end(), std::mem_fun(&Component::Run)); I like this for no obvious reason. Sexy. 
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155
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Developer / Design / Re: So what are you working on?
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on: February 14, 2010, 04:31:49 AM
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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  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  The graphics are built of tiles and that's about it. 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 
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157
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Community / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting
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on: February 13, 2010, 03:17:41 PM
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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. 
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159
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Developer / Technical / Re: The happy programmer room
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on: February 11, 2010, 02:53:39 PM
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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. 
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