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1411317 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 06:41:44 AM

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141  Community / DevLogs / Re: Screenshot Saturday on: May 03, 2015, 11:28:05 AM
It's just not cricket.
142  Player / Games / Re: are there too many side-view/platformer games? on: April 30, 2015, 10:23:15 PM
3D is overused too, so you should only make games in the higher dimensions.
143  Developer / Art / Re: 3D thread on: April 28, 2015, 09:50:22 AM
I guess crotch bulge will have to be a slider in the character customiser, or maybe it comes with certain pants
Codpiece DLC.
144  Community / DevLogs / Re: Happy Hell - On Steam Greenlight! on: April 24, 2015, 09:20:42 PM
If are going that way I'd at least recommend making the mouth narrower to better fit it. The cleft lip on the wide mouth looks more like a harelip than a cat's mouth.
145  Community / DevLogs / Re: Happy Hell - On Steam Greenlight! on: April 24, 2015, 03:52:49 PM
I much prefer the old mouth.
146  Developer / Technical / Re: The grumpy old programmer room on: April 21, 2015, 10:51:33 AM
If you are building with make then make sure you've got a "-j number-of-processor-cores" in the parameters.
147  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: April 20, 2015, 12:20:58 PM
guys its on opengameart for a reason

that reason being so guys like this can use and post and share it
Wot he said.
148  Developer / Art / Re: show us some of your pixel work on: April 19, 2015, 11:22:51 AM
I've heard that the pros use MSPaint.
149  Community / DevLogs / Re: Neon the Ninja - Action / Stealth / Platformer on: April 18, 2015, 12:45:32 AM
Thank you. I hadn't had a seizure yet today.
150  Developer / Technical / Re: Favourite #defines in C/C++ on: April 14, 2015, 10:26:52 AM
Underscore prefixed identifiers are reserved in the standard.
151  Developer / Technical / Re: The grumpy old programmer room on: April 10, 2015, 03:45:13 AM
Grah! Blending when render to texture just wont work!  Angry
Texture gots alpha. Blend, func, equation all set. Still just overwrites destination alpha.  Cry

EDIT: Double grah! It looks like blending isn't supported for integer textures.
152  Player / Games / Re: What are you playing? on: March 28, 2015, 12:48:13 PM
I haven't had a chance to play it much yet, but I'm pretty sure the idea is to learn through playing/dying over and over again Spelunky-style.
153  Developer / Design / Re: Pitch your game topic on: March 23, 2015, 12:07:51 PM
Take Me Home:
One button drunk simulator. Contantly wobbling and stubmbling in different directions. Press button to move in direction temporarily facing. Primary mission get home before you pass out or are arrested. Secondary mission urinate and vomit when needed where the cops won't see you.
154  Developer / Technical / Re: OpenGL: BGRA on Mac, RGBA on PC??? on: March 21, 2015, 01:38:59 PM
All macs are intel now aren't they? So endianness shouldn't be an issue.

If somehow it is related to endianness then there is SDL_BYTEORDER:
Code:
#include <SDL_endian.h>

if (SDL_BYTEORDER == SDL_LIL_ENDIAN) {
  glColor3ui( (Uint8)(color>>8), (Uint8)(color>>16), (Uint8)(color>>24) );
}
else { // SDL_BYTEORDER == SDL_BIG_ENDIAN
  glColor3ui( (Uint8)(color>>16), (Uint8)(color>>8), (Uint8)(color) );
}
155  Developer / Technical / Re: OpenGL: BGRA on Mac, RGBA on PC??? on: March 21, 2015, 12:48:25 PM
If the component byte ordering is reading reversed for image->pixels then maybe it's doing the same for color?
Are you are reversing the byte order for glTexImage2D but not for glColor3ui?
Code:
glColor3ui( (Uint8)(color>>8), (Uint8)(color>>16), (Uint8)(color>>24) );
156  Player / General / Re: do you care about how good you are at things? on: March 20, 2015, 03:59:29 PM
I do care because I need to feel superior in order to look down on others.
157  Player / General / Re: Should I start making a game right away or wait? on: March 16, 2015, 06:26:33 PM
Certainly explains why nerdkind produces so few good new game ideas.
158  Community / Creative / Re: Krita - A free Photoshop Alternative? on: March 16, 2015, 11:29:12 AM
Yeah, definitely not a PS alternative, it lacks the precision for that.
I don't know what PS is capable of but 32-bit float or 16-bit integer per channel and native colour space storage sounds pretty precise to me.
159  Community / DevLogs / Re: Golden Hour - Hi-Res Pixel art Metroidvania Destruction on: March 13, 2015, 11:28:03 AM
What did those pixels ever do to you that you should treat them so poorly?  Cry
160  Developer / Art / Re: Creative commons pixel art on: March 07, 2015, 01:19:56 PM
I must say I love those 8x8 tiles.

Did you intend to post them as CC-BY-SA rather than the CC-BY-NC-SA of the rest?

EDIT:
If it is meant to be CC-BY-SA then you should post them up on Open Game Art, though that'll probably mean more people begging you to release the others under an Open Source compatible license too. Tongue
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