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102
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Community / Assemblee: Part 2 / Re: Project X
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on: December 26, 2009, 02:05:42 PM
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Thanks for the specs, György! I've updated the v0.6 archive. It also includes the mac version as well.  Please let me know if it fixed it. Also if you can test on Vista, I'd be curious to know if it works correctly on it.  No probs; v0.6 works a-ok. 
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103
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Community / Assemblee: Part 2 / Re: Project X
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on: December 26, 2009, 12:45:38 PM
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 Can you tell me more about your configuration? Video card/windows version? Someone reported a crash on Windows 7 but as I only have access to 32b XPs, I can't do much about it, unfortunately. :/ Windows Vista Home, Pentium Core 2 Duo 2.0GHz, 4GB RAM, ATI Mobility Radeon HD 4570 Windows XP Boot Camp, Pentium Core 2 Duo 2.4GHz, 1GB RAM, ATI Radeon HD 2600
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104
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Community / Assemblee: Part 2 / Re: Project X
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on: December 26, 2009, 12:06:01 PM
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me2, and stderr.txt complain was complaining about a shader that could not be compiled. (sorry, Crossover seems to just not support ProjectX, I shall post the error message next time I'm in Windows.)
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106
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Community / Assemblee: Part 2 / Re: Project X
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on: December 20, 2009, 02:31:32 PM
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thanks for the explanation. I gotta be the one with the craziest input devices as I'm commuting between a touchpad and a tablet.=D I have to admit I haven't given much thoughts to these control devices yet! ^^ As it turns out, my touchpad is so 21st century, that there IS a mouse wheel on the right side of it, it's just totally inconspicous.=) as for the pivot point, I use a central pivot point in my framework. it goes together with halfsize vectors and linear transformations as nicely as strawberry and cream.  then it isn't extortionate to calculate a base point from it where needed. Totally true. However I found that when scaling objects on a grid so as to create levels, a centered pivot point was pretty annoying as both ends "move". Maybe I can go with a central pivot for rotation and a top left one for scale. On multi-touch input devices, the problem wouldn't even exist. =D Also, the .ini won't teach you how to mirror in the editor, you simply have to scale "negatively" to do so. EDIT: For the scale, maybe I should just use the "opposite corner" as base point. This might feel even more intuitive when scaling objects. How about keeping the centre point for transformations and using the boundaries for snapping? After all, that's what grids are for?
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107
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Community / Assemblee: Part 2 / Re: Project X
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on: December 20, 2009, 02:12:04 PM
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However, if you look at ScrollEd.ini you'll find all the bindings. They're pretty easy to guess with that file and you can change them too, of course. By default, changing the tile model is done with the mouse wheel or by copying an already placed object with middle click. Mouse wheel + left control -> changing the current layer. The pivot point used for scale and rotation is defined in the object property in the .ini files. Most of the time I put a top left pivot for background tiles (easier for edition) and center pivot for objects that will probably be rotated at runtime. I'm still not sure if I should override the object's pivot for editing sake and always use the top left corner, for example. Any suggestion? Any feedback regarding the editor will be greatly appreciated before I release all this publicly on sourceforge.  thanks for the explanation. I gotta be the one with the craziest input devices as I'm commuting between a touchpad and a tablet.=D as for the pivot point, I use a central pivot point in my framework. it goes together with halfsize vectors and linear transformations as nicely as strawberry and cream.  then it isn't extortionate to calculate a base point from it where needed.
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108
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Community / Assemblee: Part 2 / Re: Project X
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on: December 20, 2009, 01:28:12 PM
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thanks for the continued Mac support!  I really like where this is going, the editor feels really robust, although some docs would be great (there were a couple things I didn't find after one superficial look at it, such as: the basis of rotation (pivot point? corner?), the way to switch between tiles to put, etc). what did you make this in / with? (pre-dit: I just realized that you're the one that made ORX. neat framework!)
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109
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Community / Assemblee: Part 2 / Re: The way I shoot (2D) (v0.3)
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on: December 20, 2009, 07:44:00 AM
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looks very cool, but doesn't start. or, to be precise, it does, process shows in the task manager and it's eating CPU, but nothing happens. (Vista Home, Intel Pentium Dual Core at 2.0MHz, ATI Mobility Radeon HD4570, 4GB RAM)
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110
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Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [gameplay demo (OSX & Win)]
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on: December 20, 2009, 07:25:30 AM
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TETROIDVANIA: A 'Puzzle Quest' like game where, instead of making RPG characters fight by matching stuff, you make a small character explore an endless forking space castle dungeon and different combos make different events happen to them.
I like that idea a lot! I've been toying around with some concepts recently, and I guess SGP could be a very different game if I gave it a lot more thought. I don't think there's a lot of (time)space for turning back at this point, however, I'm tempted to flesh out the tetroidvania thing after the compo ends. On a completely different note, if anyone managed to run the demo on windows, please give me a holler! I'm getting a bit worried here.
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112
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Community / Assemblee: Part 2 / Re: Action 69
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on: December 19, 2009, 03:36:41 AM
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I guess I should start putting out a bit of playable stuff. Here's a download to the two player game, dubbed barrel bros. 1st player plays with arrow keys, second with WASD. First to 3 wins. Game does not end when finished. Cause it sucks. http://www.mediafire.com/?ty02mzmvdh2also - game 4 - press space to make tim langdell dance! game 5 - shmup. real buggy. gotta press right immediately or you smash into a block. game 6 - Text RPG. Talk to a real life pilot! No matter what you type in, his responses are the same! game 7 - Make a face! game 8 - Day of the tentacle ripoff. Game "freezes" after character selection screen. game 9 - Shmup me? shmup you! game 10 - an actual platformer using the blue guy graphics game 11 - Sad unicorn runs along and spears people. At the end, he lies down and is sad. I want this for Christmas.
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113
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Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [gameplay demo]
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on: December 19, 2009, 03:30:46 AM
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nice demo ! osx version works just fine !
thanks! glad it works!   ERROR: Failed to create surface due to an OpenGL error: 0 Assertion failed: pTex.GetRefCount() > 0, file D:\My Dropbox\development\XRhodes\slicer.cpp, line 234
abnormal program termination
Got the same error on my brother's XP Pro SP2 config (with an integrated Intel VGA)... still have no clue as to what's causing it. On my XP and Vista configurations, the game does work. Anyhoo, I had no time for updates since last; the game however now has a bonus system and sound effects and is being prepared for the big multiplayer treatment.
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118
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Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [gameplay demo]
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on: December 12, 2009, 07:11:54 PM
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ERROR: Failed to create surface due to an OpenGL error: 0 Assertion failed: pTex.GetRefCount() > 0, file D:\My Dropbox\development\XRhodes\slicer.cpp, line 234
abnormal program termination
and I'm running on Windows 2000. I don't know what version of OpenGL it's supporting, but I can only assume it's the latest one... I really appreciate you helping out with the bughunt. =( The executable was built with on a Vista config, I'm not sure how does that affect the compatibility with earlier Windows versions -- the game did run on an XP config, flawlessly, but I have no access to 2K. I'm guessing it should be alright. The OpenGL error is a puzzle, as the 0 stands for OpenGL's no-error code. But from the message and what you've said (only the console window shows for a split second then it's closed) I have to guess that OpenGL can't be initialized correctly. Any idea what video card are you using? Obligatory editliciousness: I wonder if anyone else is running into the same error?
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119
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Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [gameplay demo]
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on: December 12, 2009, 06:08:29 PM
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edit: doesn't say anything about astro.cpp in it, though.
what does it say? edit edited for editness: what windows version are you on and what OpenGL support does it have? (nothing brutal is needed, but you might run into problems if your vga drivers are aulde)
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120
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Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [gameplay demo]
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on: December 12, 2009, 05:50:11 PM
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Problem! I loaded the game and unzipped it, clicked on the .exe, and then it wouldn't start. Or rather, it brought up a small batch(maybe?) file, then closed itself in less than a second. Is there a reason for this, or perhaps is it a bug you didn't catch?
 is that v0.80a or v0.81a? if you've got an stderr.txt file complaining about an assertion in astro.cpp, then it's most likely the bug I've fixed for v0.81a, could you try that one? EDIT: sorry, that'll be stdout.txt
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