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161
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Developer / Technical / Re: The grumpy old programmer room
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on: February 11, 2010, 08:32:18 AM
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Android.. Oh jesus it's fighting against me so much this week. Android, dear Android. I'll get on top of you, I surely will. Fighting with framerate now. Took a huge hit on framerate and cannot seem to crawl back from this hole. Time to fire up the profiler again and start scraping bits together and seeing how it could be improved 
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165
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Developer / Art / Re: show us some of your pixel work
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on: February 08, 2010, 12:45:44 PM
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I believe it's that time of the year again.
The time to annoy Derek to add new smilies.
I could not agree more, we definitely need more awesome smilies. It's already a good selection but need more greatness. And these giraffe ones, seriously... what the lol, they definitely need to be in 
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166
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Player / General / Re: Blaster Master Overdrive (WiiWare)
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on: February 08, 2010, 11:54:39 AM
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Looks interesting. I was a big fan of the original one and newer managed to finish it as a kid but years after had to get back to it and more or less finish it. I can see myself having fun with this one. Now just to figure out where I can get a Wii from... hmmh... 
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168
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Developer / Design / Re: So what are you working on?
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on: February 08, 2010, 02:48:06 AM
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Prototyping a possible Android game idea. Borrowing Oddballs awesome graphics. Touch screen "quick to play" rogue-like game. No going through complicate menus and learning the keys. More about going DOWN, DOWN and DOWN again. Auto switching to more powerful weapons, armours etc. Carrying only limited quantity of certain type of items to make the journey a bit easier and having three~ different classes to pick from. Aiming to get one round of play to last from anywhere from 2-10minutes at max. Random dungeons, player level ups and lot of monsters to slay or to run away from   But me being such a nob that I'm not entirely sure am I using the correct pieces as the walls (walls going "up"/"down")
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169
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Developer / Technical / Re: OpenGL on Windows
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on: February 07, 2010, 01:50:38 PM
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Yup, been talking about that with few of the tutors in my University. And sorry for the total thread hijack. Will stop now... 
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170
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Developer / Technical / Re: OpenGL on Windows
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on: February 07, 2010, 11:59:57 AM
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EASTL, most interesting to read. Cool. Cheers for the link. And yes, Boost does not aim to replace STL. Like I said, only thing I really use from "container" side of STL is vector. Lovely, good old vector. Also ditto the above, anywhere we could have a peek at the EASTL? Just out of sheer curiosity.
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172
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Community / Tutorials / Re: Unity3D: Video Tutorials by Alec
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on: February 06, 2010, 05:07:21 PM
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Thank you. I personally don't use Unity, but I find it so interesting to see how technology works so I ended up sitting down, installing Unity and following through your tutorials. Just to at least have the BASIC OF BASICS knowledge on Unity too just in case I might need it.  You never know where the road may lead you. Great job with the tutorials. Easy to follow and you take time explain how stuff works. Rock on 
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173
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Developer / Technical / Re: OpenGL on Windows
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on: February 06, 2010, 04:34:01 PM
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"HA-HA!" said the Wizard.  If you have Boost support on the platform, stop using STL. That's my general C++ programming advice. Boost has almost 10 (or was it 20? I think it was 20.) years of template/object oriented programming knowledge packed into it and it offers so much more flexibility and better functionality. Once you go Boost you never.. ugh.. you never... I cannot make up anything good to finish that so I'll leave it to that. If still not convinced, check out the wiki and here is the actual library itself. Only thing I personally use from STL is the basic vector. Other than that, everything comes from Boost. All though I'm currently working on two projects that force me to use STL and it's a world of pain. But the stuff about VS + STL = slow, was great reading. Thanks. I think I need to pass that link along for few other friends.
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174
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Developer / Technical / Re: OpenGL on Windows
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on: February 06, 2010, 02:06:15 PM
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There is really no reason to call glFlush on modern systems from what I understand, and it causes massive framerate issues on many systems.
You are absolutely right, no reason. None, Zero, Nada. It's pretty much like you said, unfortunately did no apply to this case.. It could be something to do with the drivers on Windows side, or something stupid like that. Have you tried running the game on your friend win machines, just to see does the game go BOOM on their setup. Plus output on drivers and such is really great to have. Profiler is another thing to try if nothing else helps.
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175
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Developer / Technical / Re: Physics and Java. Argh.
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on: February 05, 2010, 04:52:19 PM
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But on one thing I have to STRONGLY disagree: Runescape is NOT a game. It's... seventh level of hell  I had to point this out when one of my lecturers was going on about games and Java. So Runescape, no, no, no. It's satanic. Other than that, rock on everybody. Over and out. 
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177
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Community / Creative / Re: While You Work
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on: February 04, 2010, 02:38:24 AM
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I listen to podcasts, especially while grinding away at something. This is one of my main ways to stay up to date with gaming news and player opinions. If I am trying to think through a problem though, I normally have to turn off whatever I am listening to.
That is actually a really good idea, I have to admit, I never thought of listening to podcasts... Maybe, just maybe I should start following few podcasts from different sources to keep up to date with new games, opinions and such. Will report back later if it works for me or not. 
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178
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Developer / Art / Re: Art
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on: February 04, 2010, 02:37:11 AM
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Haha, I love the robots facial expression with the " :3 " on it. 
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