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1411372 Posts in 69353 Topics- by 58405 Members - Latest Member: mazda911

April 13, 2024, 02:26:37 PM

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121  Developer / Technical / Re: [HELP] (AS3) Periodic Timer to repeat sound on: May 22, 2013, 08:01:17 AM
As nikki pointed out, breaking down the process is a very good idea.  You can already answer the sound playing question by asking yourself this: does the first call to initTitleWhooshSound() successfully play the sound?

If it does, then you know that titleWhoosh.play() is successfully working, so throwing a trace in onTitleWhooshFinished(), as nikki suggested will answer the other question of "is my timer working?"

If both of them are working separately, but not together, then the problem is that titleWoosh is getting deleted before the timer runs again...somehow.
122  Jobs / Portfolios / Experienced Professional Programmer Looking for Contracts on: May 19, 2013, 06:40:00 AM
My name is Dayle Flowers. I have worked on a number of projects utilizing various languages, platforms, and technologies: C/C++, C#, Java, Objective-C, UnrealScript, ActionScript, and PHP/JavaScript/jQuery/HTML5 on Windows, Mac, Linux, iOS, Android, PS3, WiiU, and Web utilizing Unreal Engine 2.5, Unreal Engine 3, UDK, Unity, Source, Gamebryo, and various custom built engines.

I have over 10 years of professional game development experience, as well as an additional 5 years of personal game development experience prior to that.  I currently have 5 shipped titles under my belt: Killing Floor (C++/UnrealScript), Red Orchestra 2 (C++/UnrealScript),

(ported using Java/C++), Q.U.B.E. on Mac (ported using Objective-C/C++), and my own game written from scratch in C++ using straight OpenGL/OpenAL called Break Blocks for Windows and Mac, which I later ported to iOS.  I also wrote a persistent stat, achievement, and leaderboard database for Break Blocks utilizing PHP and mySQL.

After developing a Steamworks integration for Unity called the Community Express SDK, I've recently jumped head first into Unity game development.  I'm currently developing It Hungers(willing to share a beta build of the game upon request) and performing the position of "Software Architect" on a Unity/iPad contract with Thrust.

I have also been contracted to work on a number of shipped iPhone apps: Bluff Mobile (Objective-C/JavaScript/jQuery/HTML5), ASCCP Mobile (Objective-C), zPaper (Objective-C/JavaScript), and Fight Mobile (Objective-C/JavaScript/jQuery/HTML5).  And shipped Android apps: AccuWeather (Java), Bluff Mobile (Java/JavaScript/jQuery/HTML5), ASCCP Mobile (Java), and Fight Mobile (Java/JavaScript/jQuery/HTML5).  Additionally, I have been contracted on a number of unreleased iPhone/Android projects, a few of which utilized OpenGL ES.

I also have extensive ActionScript experience.  I was recently contracted to work on a Flash/Scaleform Social Media Command Center video wall for AT&T.  Prior to that, I had developed a number of little unreleased game projects which served to create a solid foundation for me to be able to work on a project as massive as the video wall.

More details and contact information can be found at http://www.dayleflowers.com
123  Developer / Technical / Re: Color Mayhem ? on: May 18, 2013, 09:18:12 AM
Well, I'm not sure about all of it, just yet, but from the first 2 equations, we can establish that Color 3 and Color 2 are the same color.

If we solve the 3rd equation for Color 4, then we get:
Color 4 = Color 2 - Color 3

Because 2 and 3 are the same color, I think this implies that Color 4 must be black.

I'll continue to muck around to see if I can solve Color 1 and 2/3.

Edit: Hrmm, but if Color 4 is black, then I dunno how Color 1 + Color 2/3 could equal black, unless the color values are in Byte format and consequently wrap back to 0 when they hit 256...I guess this is where your note about the color effects comes into play?
124  Hidden / Unpaid Work / Re: Exile Gaming Studio - Seeking coder/programmer to join our solid team on: May 12, 2013, 04:52:01 PM
I just wanted to chime in to point out that this is a great team of people.  I was lucky enough to briefly meet them and they are very well organized with a slew of brilliant people working for them.  Now is the time to jump onboard with these guys, before they are fully staffed and no longer looking for help.
125  Developer / Technical / Re: Creating a win32 window on: May 09, 2013, 08:42:44 AM
If you want to know so badly what that reason is, then I am happy to say that I want to:
A) Get more comfortable with Win32 API
B) Be less dependant on 3rd party libraries
C) Create a framework on my own

...

That's what I am using. Seems quite portable to me. Alternatively, I could've make separate libraries for platforms of choice, but instead I prefer to have that all in once place, so I don't end up surrounded with libraries.

Hear hear!  If you could be so kind, soryy, just let this one go.  Some of us just prefer to build things ourselves to learn more about them even if it doesn't "make sense" to others.
126  Developer / Business / Re: Searching for brilliant people to help me build game dev studio from scratch on: May 09, 2013, 08:35:00 AM
Also, who would go work with a guy with cock in his email address?

That looks to be his last name, though I could be wrong...
127  Developer / Technical / Re: Creating a win32 window on: May 09, 2013, 06:16:37 AM
That doesn't actually work.

Maybe I should've mentioned that window creation function is inside a static library? Because, when I copy that code and paste it into int main(..), it works. Weird?

I've run into that issue before.  I believe it has something to do with the WinProc needing to be built in the executable rather than in a library...maybe?  I can't remember
128  Developer / Technical / Re: Creating a win32 window on: May 09, 2013, 03:07:40 AM
Just read this on the bottom of the Microsoft page for the RegisterClass function:

Quote
This function seems to rearrange the WndClass structure to a WndClassEx structure and eventually calls RegisterClassEx().


Missing to zero-out some unused structure members may lead to CreateWindowEx(), not RegisterClass(), to fail with some unexpected GetLastError() code.

Try changing to WNDCLASSEX and RegisterClassEx.  The only thing you actually need to add after you memset it is
windowclass.cbSize = sizeof(WNDCLASSEX);
129  Developer / Technical / Re: 2D movement advice on: May 05, 2013, 01:22:50 PM
I would think that movement speed is an easier problem to solve than correcting the collision issue, so that would be my suggestion.  As for how to solve the problem, I'm not entirely sure, but I assume you have already seen this? http://docs.unity3d.com/Documentation/ScriptReference/CharacterController.Move.html
130  Developer / Technical / Re: Draw/instantiate lots of objects on: May 05, 2013, 01:17:31 PM
I think the pooling concept may just be the best.  Have a maximum number of trees and reuse the offscreen ones to fill in for the onscreen ones.  I read somewhere that Unity should be automatically grouping the rendered trees into a single draw call based on them being together in the scene graph based on depth from the camera, so I don't think rendering them to a single plane will improve things much anyway.
131  Developer / Technical / Re: BitTorrent Sync as a way to distribute on: May 04, 2013, 03:53:12 AM
It looks like 1 machine or set of machines can be marked as the "host" of the files.  Every other machine is read only and either has some versioning system built in or just uses MD5/modified time to check with the host to see if there are new files available. If other read-only users have the files already, they can download from them, as well.  The whole idea behind the thing is to handle something like game updates, it seems.
132  Developer / Business / Re: Games as merchandise on: May 02, 2013, 11:32:48 AM
There have been some games that tried the whole releasing a game for free with some sort of "like the game? support us!" option to give some money to the developers with varying levels of success.  Obviously you're tacking on the whole tangible return for their money, but I don't think it's going to replace selling the game or items within the game very well.  I think the success of items on Kickstarter has more to do with people wanting to support a game idea from the very beginning and "being a part of the success" than people just wanting to buy stuff to support the game.
133  Developer / Business / Re: Indie Games - Asset Ownership on: May 01, 2013, 03:49:21 AM
At the very least, anyone working on the project should get their name in the credits, but if they are working for you for free, they should also get a percentage of the profits.  No matter what, though, you should get everyone to sign a contributor/collaboration agreement.
134  Developer / Business / Re: Digital distribution and publishers on: April 25, 2013, 03:31:15 AM
We had Tripwire Interactive publish our first game, Break Blocks, but there was no money up front option on the table. The deal was all about promotion 1 month prior and for 3 months after the release, for which Tripwire wanted 10% of sales. Because I worked for them for a number of years, this was an "insider deal", but there also was no money involved at all, as the promotion deal was just to help get it on Steam and contact reviewers for us.  I was giving up 10% of sales to use their name and for a bit of their time to help deal with reviewers. This seemed like a good idea at the time, but the game failed to get on Steam anyway, so they dropped the 10% and just helped me contact reviewers a couple of times.  Even then, having Tripwire's name on it didn't seem to help our game get noticed, so I'm not planning on working with a publisher again, unless I want to push my game retail for some reason.
135  Jobs / Offering Paid Work / Re: ex-Zynga developer looking for new projects on: April 22, 2013, 04:05:31 AM
I'd assume that you're an artist, but I think it'd be a good idea for you to specify that in your post, as "developer" could mean programmer, artist, or designer.
136  Developer / Business / Re: Multiplayer Game Development on: April 19, 2013, 01:34:21 PM
The only engine that I've seen that does a half decent job of making multiplayer easier is the Unreal Engine.  Unity attempts to make it easy, but from my limited experience, it doesn't make things quite as easy as Unreal does.  The other engines that I've worked with, including my own, tend to operate like the Source Engine does, which is to say that you have to build your own network packets and handle calling send/receive yourself. Not exactly "friendly" network programming.
137  Jobs / Offering Paid Work / Re: Frictional Games, Amnesia: TDD devs, seeking gameplay programmer on: April 19, 2013, 01:15:29 PM
Oh, well, I'm an early morning person already and I'm highly interested/motivated, but I'm not sure what kind of hours you guys need.  I could definitely start  every morning by 10AM CEST, but if you guys needed me to be available before 9AM CEST for more than a few days in a row, that'd definitely be taxing.  What kind of time zone issues have you guys run into with other programmers?

Here's a link to my Linked In, just in case I don't quite qualify and we can end this conversation right now: http://www.linkedin.com/in/dayleflowers
138  Jobs / Offering Paid Work / Re: Frictional Games, Amnesia: TDD devs, seeking gameplay programmer on: April 19, 2013, 09:02:38 AM
Europe only? Why do you torcher me so? Wink

Honestly, though, I'm a great fit for the position in every other way and am also a huge fan of Amnesia and Penumbra, but I live in the US.
139  Developer / Technical / Re: Getting decent resolution-independence? on: April 19, 2013, 08:42:37 AM
It's definitely an intense system for such a seemingly simple problem, but after dealing with this on mutliple titles in multiple engines, I've landed on using an anchor and offset system for each side of an object, with a scaling setting for each offset.  Using this you can, for example, pin the lower right hand of a 50x100 object to the lower right of the screen with an 8 pixel offset from the edge of the screen those offsets both scale with the height of the screen, with the intent to be to keep the object uniformly offset from the edge of the screen.  You could then anchor the left and top sides off the right and bottom sides of the object with an offset of 50 and 100 respectively.  If you want to make the object scale uniformly, you could set those offsets to both scale with the width or height of the screen, or if you don't care for it to scale uniformly, you just set them to scale with the width and height separately.

As for objects in the world space, I always scale them uniformly and generally scale them based off the height of the screen, which, I believe, is what Ivan and ThemsAllTook were suggesting.

All of the scaling is based off an arbitrary resolution, as Ivan suggested, for which I usually use 1024x768 for no particular reason =)
140  Developer / Technical / Re: Entity (Scene graph?) architecture on: April 18, 2013, 07:36:46 AM
Though I wouldn't choose to use the MVC architecture for games, personally, it looks like it's working just fine for you and I know a number of people in game development prefer to use that model.  As for the collision detection problem, as far as I know, there are a few different ways to solve it.  You could do a whole intricate physics step where after every entity has been updated, it runs through and resolves collisions based on previous location and new location/velocity of each object involved in the collision.  If, however, your game is not highly complex, it is perfectly reasonable to have the Player resolve his own collisions with the world and/or enemies.
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