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141
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Community / Townhall / Re: Jumpman
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on: February 20, 2009, 11:50:24 AM
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The idea of this game ( if it's OK for me to get pretentious for a minute  ) was to kind of imagine this platonic form of the generic "really old platformer"*, like from the age of the 2600 and the Apple //, and then to try to take the world that these games described sort of "at face value". What about the actual Apple II (C64 FTW!) era game Jumpman? http://en.wikipedia.org/wiki/Jumpman 
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148
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Community / Jams & Events / Re: Flight Arrival Times
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on: February 03, 2009, 08:57:22 PM
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I'll be there Friday the 20th by around noon (Detroit to San Fran flight), though I have some plans the first few days I'm in. Sunday afternoon onward, you wont be able to get enough me. 
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151
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Developer / Technical / Re: Post your main function(s)
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on: January 30, 2009, 03:59:19 PM
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From Smiles. Allegro (obsolete) // - ------------------------------------------------------------------------------------------ - // int main( int argc, char* argv[] ) { gfxInit( 480, 320, false, 2 ); do { cGame Game; while( !gfxHasShutdown() ) { gfxClearBuffer( RGB(70,0,0) ); Mouse.Update(); Camera.Update();
// Reset Hack // if ( key[KEY_TAB] ) break; // if ( mouse_b == 2 ) { // gfxAddCameraPos( -(Mouse.Diff() * gfxGetCameraScale()) ); // } // gfxConstrainCamera( Game.GetBounds().Vertex[0], Game.GetBounds().Vertex[1] ); // if ( Mouse.WheelDiff() ) { // gfxAddCameraScale( Real(Mouse.WheelDiff()) * Real(0.1) ); // gfxConstrainCameraScale( Real::One, Real(4) ); // } // Step the game // Game.Step();
// Prior to drawing, set the current matrix to suit drawing relative to the camera // gfxSetCameraMatrix(); // Draw the game // Game.Draw(); // Draw cursors and hud stuffs in screen space, as opposed to camera space // gfxSetScreenMatrix(); // gfxDrawCross( Vector2D::Zero, 4 ); // Draw the cursor (last, so it's on top of everything) // if ( Mouse.Button(1) ) { gfxDrawCircleFill( Mouse.Pos, 3, RGB_BLACK ); gfxDrawCircleFill( Mouse.Pos, 2, RGB_YELLOW ); } else { gfxDrawCircleFill( Mouse.Pos, 2, RGB_BLACK ); gfxDrawCircleFill( Mouse.Pos, 1, RGB_WHITE ); } // // Freezing Hack // // while( key[KEY_SPACE] ) {} // Swap display buffer to screen // gfxSwapBuffer(); } } while( key[KEY_TAB] ); gfxExit(); return 0; } END_OF_MAIN(); // - ------------------------------------------------------------------------------------------ - //
SDL+GL and Custom GFX Library hybrid // - ------------------------------------------------------------------------------------------ - // int main( int argc, char* argv[] ) { #ifndef NIX_BUILD gfxInit( 480, 320, false, 2 );
// Disable Vertical Sync // // { // typedef void (APIENTRY * WGLSWAPINTERVALEXT) ( int ) ; // // WGLSWAPINTERVALEXT wglSwapIntervalEXT = (WGLSWAPINTERVALEXT) SDL_GL_GetProcAddress( "wglSwapIntervalEXT" ) ; // if ( wglSwapIntervalEXT != 0 ) { // // Disable vertical synchronisation : // wglSwapIntervalEXT( 0 ) ; // } // } #else gfxInit( 480, 320, false, 1 ); #endif // NIX_BUILD // FramerateConstant = 60; CurrentTime = GetTime();
sndInit(); { cGame Game; while( !gfxHasShutdown() ) { // First Run Clear the Screen // if ( Game.FirstRun ) { gfxDisableBlending(); gfxClearBuffer( RGB_WHITE ); }
#ifdef NIX_BUILD timeval TimeDiff = SubtractTime( GetTime(), CurrentTime ); int Frames = GetFrames( TimeDiff ); //printf("Fr: %i\n", Frames ); timeval Sixty; Sixty.tv_sec = 0; Sixty.tv_usec = 1000000 / FramerateConstant; #else int TimeDiff = GetTime() - CurrentTime; int Frames = TimeDiff / (1000/60);
#endif // NIX_BUILD // for( int idx = 0; idx < Frames; idx++ ) { MessageLoop(); Mouse.Update(); Camera.Update();
Game.Step(); #ifdef NIX_BUILD CurrentTime = AddTime( CurrentTime, Sixty ); #else CurrentTime += 1000/60; #endif // NIX_BUILD // } if ( Frames > 0 ) { // Draw the game // Game.Draw(); // If Capture was enabled, capture the screen, and draw again // if ( Game.Capture ) { gfxCapture(); Game.Capture = false; Game.Draw(); } if ( Game.FirstRun ) { Game.Capture = true; Game.FirstRun = false; } }
// Swap display buffer to screen // gfxSwapBuffer(); } Game.SaveGameState(); Game.SaveHighScores(); Game.SaveAchievements(); } if ( Buffer ) { SDL_FreeSurface( Buffer ); } sndFree(); gfxExit(); return 0; } // - ------------------------------------------------------------------------------------------ - //
iPhone int main(int argc, char *argv[]) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; int retVal = UIApplicationMain(argc, argv, nil, nil); [pool release]; return retVal; } I know, lame 'eh. 
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153
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Community / Townhall / Re: PoV's iPhone game "Smiles"
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on: January 26, 2009, 12:14:59 AM
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Now also a finalist in IGF Mobile. http://www.igfmobile.com/02finalists.html  Still somewhat curious. What does that mean anywho? Even though not required to play, there "twitch play" elements to the game. In other words, if you're quick enough, tiles will stay afloat longer allowing you to chain together falling distance (an important technique for longevity). But it's done in such a way that it's not required, broadening the appeal of the game. I was just wondering how you get started with developing games for the iphone? is there a particular devkit/tools that you use, or just a generic apple sdk? Apple SDK and my own libraries. https://developer.apple.com/iphone/The game was mostly developed on Windows with OpenGL and SDL via an API/Library I wrote to fake several aspects of the iPhone. Most of the same code runs on both platforms. I still have (and use) a Mac for making iPhone builds.
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154
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Player / Games / Re: I'm a Mac Guy now
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on: December 31, 2008, 08:21:56 PM
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Nothing wrong with the Mac's.  My brother, the devote anti-mac guy grabbed one on Boxing Day, and from the sound of things he's been converted. His epic hatred of Vista and work laptop put him over the edge, and for the first time in years, he seems happy with computers again. I still only crack out the Mini for iPhone work, but I could almost switch. I've been amusing myself with a cheap ($299) Linux Netbook. Lightweight, and perfectly usable for code, writing, and surfing.
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158
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Community / Townhall / Re: PoV's iPhone game "Smiles"
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on: December 06, 2008, 09:06:52 AM
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I'm glad you like it.  Multiple undos probably wont make it in (since it would change the balance), but ya never know with sequels and spin offs.  What you DO know about them is Graham will call you a whore for each. 
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