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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 09:47:56 AM

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141  Community / Townhall / Re: Jumpman on: February 20, 2009, 11:50:24 AM
The idea of this game ( if it's OK for me to get pretentious for a minute Smiley ) 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

 Undecided
142  Community / Jams & Events / Re: Staying in SF on: February 09, 2009, 02:58:06 PM
At the "Good Hotel" with Mr. Galcon.  Next door to the Best Western Americana on 7th Street. 
143  Community / Jams & Events / Re: 10 indies and one microphone on: February 06, 2009, 06:35:30 PM
Groovy, I should be able to catch this.  I just ask they they try not schedule any awesome talks for 10:30->11:30 on the Tuesday.  Wink
144  Community / Jams & Events / Re: iPhone for Indies! on: February 06, 2009, 06:34:02 PM
Since we're both vying for the Best Game award, I'm supposed to give him the evil eye. WTF ... yeah, something like that.
145  Community / Jams & Events / Re: Staying in SF on: February 04, 2009, 09:40:07 PM
Anybody have anything to say about "The Opal"?  Positive, Negative, Anything?
146  Community / Jams & Events / Re: Which pass are you getting? on: February 04, 2009, 06:07:10 PM
Wow, that's quite an investment on their part.   Giggle
147  Community / Jams & Events / Re: Which pass are you getting? on: February 04, 2009, 01:50:37 AM
IGF Mobile Om Nom Nominee pass.  Noir




Big Laff
148  Community / Jams & Events / Re: Flight Arrival Times on: February 03, 2009, 08:57:22 PM
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.  Well, hello there!
149  Community / Jams & Events / Re: Waiting for GDC 2008, in MP3 form... on: February 02, 2009, 11:06:50 PM
Well, it looks like this didn't happen... or if it did, then they're intermixed in the regular collection of GDC recordings.

Not sure what they're planning this year, but it seems they're doing something called the GDC Vault.
150  Community / Jams & Events / Re: So it begins again. on: February 02, 2009, 10:53:19 PM
Huzzah!  I'll be there.   Epileptic
151  Developer / Technical / Re: Post your main function(s) on: January 30, 2009, 03:59:19 PM
From Smiles.

Allegro (obsolete)

Code:
// - ------------------------------------------------------------------------------------------ - //
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

Code:
// - ------------------------------------------------------------------------------------------ - //
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

Code:
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.   Undecided
152  Community / Townhall / Re: PoV's iPhone game "Smiles" on: January 29, 2009, 03:28:15 PM
Yep. I'll be in San Fran in March.
153  Community / Townhall / Re: PoV's iPhone game "Smiles" on: January 26, 2009, 12:14:59 AM
Now also a finalist in IGF Mobile.

http://www.igfmobile.com/02finalists.html

 Shocked Shocked Shocked

Quote
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.

Quote
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.
154  Player / Games / Re: I'm a Mac Guy now on: December 31, 2008, 08:21:56 PM
Nothing wrong with the Mac's.  Big Laff

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.
155  Developer / Playtesting / Re: Spelunky! on: December 29, 2008, 10:46:56 AM
As if you didn't have enough praise already, fantastic game you've got there Derek.  Grin Crazy
156  Community / Townhall / Re: PoV's iPhone game "Smiles" on: December 08, 2008, 11:45:11 AM
Yep. :D
157  Player / Games / Re: Ludum Dare 13 on: December 06, 2008, 09:12:03 AM
How many roads must a man walk down?

Is it just one?  We shall see.
158  Community / Townhall / Re: PoV's iPhone game "Smiles" on: December 06, 2008, 09:06:52 AM
I'm glad you like it.  Grin

Multiple undos probably wont make it in (since it would change the balance), but ya never know with sequels and spin offs.  Wink

What you DO know about them is Graham will call you a whore for each. Grin
159  Player / Games / Re: Ludum Dare 13 on: December 05, 2008, 01:43:36 AM
Awesome, there is an LD13 thread.  You rule Dock. :D
160  Player / Games / Re: I'm so indie... on: December 05, 2008, 01:41:06 AM
I'm so indie, I sold out.

wait... that can't be right.
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