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1411316 Posts in 69331 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 05:12:29 AM

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141  Community / Balding's Quest / Re: Balding's Quest: Milestone 2 Build! (NEW: v.1.0.3) on: January 13, 2009, 03:13:46 PM
OpenGL + SDL = port to any system that has sdl running! Which includes all forms of computers, handheld homebrew, iphone (i think sdl was ported?), etc. So Balding's Quest PSP, Balding's Quest DS, Balding's Quest Xbox, etc.

Well, you don't get OpenGL on all SDL-supported platforms.

Actually, have you considered SDL 1.3?  It's still in heavy development and not ready for general use yet, but so is BQ, and by the time it's done SDL 1.3 is probably out too.  1.3 supports hardware acceleration through either Direct3D or OpenGL transparently, and falls back to software when not available.  Or will, anyway Smiley.  The iphone port is for 1.3 btw (but requires commercial license since iphone is incompatible with the LGPL..  though this may not apply if BQ is open source?  I don't know)

Anyway, I love this game!  Reminds me of the torture screens in Creatures and Creatures II (the C64 games, not the unrelated PC games)
142  Developer / Playtesting / Re: TROMMEL on: January 13, 2009, 02:42:01 PM
Yep, now it works fine.

Great, thanks again! Smiley

Updated the zip again btw, with a fix for an issue with "double pixels" (the first line of objects would be doubled sometimes etc).  Well, it's fixed here anyway, hope it doesn't screw up on ATI, heh

edit: turns out it does. damn.

edit again: fixed, possibly!
143  Developer / Playtesting / Re: TROMMEL on: January 13, 2009, 09:21:17 AM
Isn't that supposed to happen? Because if it isn't, that's a pretty neat error :D

Haha, yeah!  It's not supposed to be like that.  I've uploaded a new version that might fix it?  Also added an icon.  Same url.  Please try and let me know Smiley

Actually I've no idea how that bug should even be possible..  The way the display works is that it first makes that small image in the back buffer, complete with background and objects and cursor and everything, then copies that to a texture with glCopyTexSubImage2D, and finally blits a rect with that texture scaled to fit the window (which is dynamically sized based on your desktop resolution), overwriting everything, before flipping that to the front buffer.  But in your shot it looks like the small image only shines through inside the circle, cross and squares!  The pixels outside show no sign of the smaller image shining through.  Those objects are the only translucent ones, but the background is totally opaque (the shader explicitly sets 1.0 as alpha), and there's even a redundant clearing of the buffer before that's drawn.  And it couldn't be anything left from previous frames anyway since the pixels inside are smaller.  So the shining through actually happens in the upscaled version?  But the screen is opaque, it copies an opaque image.  Or it should, anyway.  It kinda looks like your OpenGL driver remembers the alpha value of the inside of the objects and lets that override the value of the background for some reason, but that doesn't make sense.  Does it?

It happened to someone else recently; I think it's related to the resizing code actually paying attention to alpha values...

Yeah looks like it, but as I said the background is explicitly set to opaque in the background's shader, and the buffer is cleared before with opaque alpha anyway, so there shouldn't be any non-opaque pixels left in the buffer.  Any idea what might cause this?  My fix (if it works) simply disables blending for the upscaled blit, but that shouldn't be necessary..
144  Developer / Playtesting / Re: TROMMEL on: January 13, 2009, 01:30:22 AM
I know there is a copy of the playground, turned upside down, and downscaled in the middle

That shouldn't be there!  I guess abusing double-buffering to do render-to-texture wasn't such a good idea..  Does the downscaled image flicker?  Could you post a screenshot?
145  Developer / Playtesting / Re: TROMMEL on: January 12, 2009, 12:45:47 PM
Works fine for me. (ATI Radeon x800).

Great, thanks!

Quote
I can't, however, for the love of god figure out what I am supposed to do. Tongue

That's towlr Smiley.  The aim of the game is to figure out what to do as well as how to do it.
146  Developer / Audio / Re: Mistress Increpare's Music Challenge [Briefs Out] on: January 12, 2009, 10:30:02 AM
I submit "julesang".  Though, since that's based on an existing song (did it for the ludum dare christmas album), if you want something more original, there's "the phone rings 41 times"..
147  Developer / Playtesting / TROMMEL on: January 12, 2009, 07:41:00 AM


TROMMEL
windows + linux + source

This was my entry into last weekends ludum dare minicompo (minild 6).  Theme was monochrome, + weird/unexpected/surprise.  Also, it's made in the spirit of towlr, so it's a little bit evil perhaps.  But winnable.

Anyways, I feel a bit silly posting this here, but I'd like to know if people can run it.  It uses OpenGL 1.5/2 with GLSL shaders, and my last foray into that territory (cubetendo) didn't work very well on some ATI cards that should've supported it, even after the supposed ATI fix mentioned in that link.  I think I know what went wrong with that now though, so let me know if this works, and if it looks like that screenshot up there.  And if anyone manages to win Tongue
148  Player / General / Re: BLESSED EXCREMENT, GENTLEMENT! WINDOWS 7 TOMORROW! on: January 09, 2009, 07:18:51 AM
I just got a new harddrive, so I'll have to reinstall Windows anyway. Might as well give this a shot.
149  Player / General / Re: Merry Christmas! And happy Hanukkah! on: December 22, 2008, 01:43:05 PM
Jolly Yule!
150  Community / DevLogs / Re: Fez on: December 22, 2008, 08:26:16 AM
If you want a vision of true horror, replace "Prince of Persia" in that conversation with "Sonic the Hedgehog".
151  Player / General / Re: Good old games: gog.com - Now in Open Beta! on: December 20, 2008, 07:28:15 PM
It's 12 Megs. And free. Why not, ey?

If it's just 12 megs it doesn't include speech, does it?  You can get the 67mb CD version from scummvm.org (play it with scummvm).  http://scummvm.org/downloads.php#extras
152  Developer / Technical / Re: The grumpy old programmer room on: December 20, 2008, 06:45:18 PM
But circular dependencies are fun!  Fractalize your code Well, hello there!

I've used it for code generation a couple times..
153  Developer / Art / Re: Art on: December 18, 2008, 07:22:10 PM
Oh, why not..  Here's a few old quickpaints and such


















(possible game mockup?)




(ptoing's u-head & the yus bird)














(beethro from the drod games)


154  Jobs / Collaborations / Re: Tixel - Now Hiring! on: December 12, 2008, 05:48:56 PM
The "C64 style" graphics mode you're talking about is not the native C64 format and is called "Koala" which is implemented by KoalaPad. Other than that, I sure want to see that in the software as hell Smiley.

Uh, what?  That's completely wrong.  Doublewide pixels is a true native C64 format, which you get by enabling both bitmap mode and multicolor mode, sacrificing horizontal pixel resolution for higher color resolution.  No code's required to maintain it, just have the bitmap and color data in memory and flip some bits to enable.  The format's more usually called multicolor or lores though.  KoalaPad was just a well known program that could be used for drawing multicolor bitmaps.  "Koala" was the file format used by KoalaPad (really just what addresses to use for bitmap and color).  Since Koala was well known the file format got adopted by other editors, and it became a de-facto standard for storing multicolor bitmaps.

In any case,  if the C64 can show it, it's a native C64 format.  Even "constructed" formats that exploit VIC-II bugs to get new modes, like FLI and all its variations, can be shown on a real C64.  That's the point, after all.
155  Developer / Playtesting / Re: Dog Street on: December 11, 2008, 02:20:34 PM
This is looking great.

Tell me what's good and bad, and where I screwed up the language...

«Those carpets were probably expensive.»: no h in were.  Where is a place (somewhere).  I see you've made this mistake a couple times, so one possible way to remember this:  «Here» is also a place.  You can easily hear the «h» in «here» when saying it.

«This triggered an old fire alarm»: and -> an

Also Dim_Yimma_H is probably right about the «apartment's» thing.  «Apartments'» would be right if he has multiple apartments.

Don't really know much about this caps thing, heard about it in school a few years ago, but I think I have forgot everything. What's the difference?

Caps is short for capitals, which is BIG LETTERS LIKE THIS.  Also called upper case.  small letters are lower case.  lower or Mixed case is better for reading, specially when there's lots of text like in this game.
156  Developer / Design / Re: Teenage hormones + game design on: December 05, 2008, 05:59:28 AM
I just made a pong clone, called Paddles.  My first game.  It did have an electrical anomaly bouncing about in the middle of the playing field though, and pinball-like display things for displaying score and random comments in obnoxious ways.

Shortly after that I made a tetris clone.  It was called X-tris.  My first 2-player game, with 5 times as many ripped SID-tunes as Paddles had.  In 1-player mode, the right part of the screen had X's swirling about in circular patterns.

Both of these got "cracked", trained, and spread worldwide by sceners WTF
157  Player / General / Re: TIGSource Steam Group Invites on: December 05, 2008, 03:00:11 AM
mjaumjaumjau

.. mjau and mjaumjau was taken
158  Player / General / Re: Desktop screenies! on: December 04, 2008, 02:59:11 AM
159  Player / Games / Re: Ludum Dare 13 on: December 04, 2008, 02:12:04 AM
The theme will be either Colossal OR Roads OR whatever wins today. Tomorrow's vote will be between those three choices.

No, the final voting round will be between the top five of each round.  So there'll be 15 choices, not 3.

Anyway, I've been participating regularly in these since LD7 (though I aborted for #12), so I'm planning on entering this one too.
160  Player / General / Re: ZX Spectrum on: November 26, 2008, 10:41:50 PM
Meh.

was way better.

Crappy video though.  It doesn't lag like that, etc.  Anyway, was going to post some C64 demos, but yeah, let's not derail the thread..

Actually C64 ran at a little less than 1MHz while Spectrum ran at 4MHz (i think), so C64 was inferior to Spectrum from CPU side (although the floppy disk drive was programmable and could be used as a second cpu - yes that's not a typo :-P). On the other side it had a better sound chip and more color resolution (but the colors were washed out).

Actually with some of the more advanced drives, the disk drive had a faster CPU than the C64 itself..  And the C64 palette is awesome Smiley
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