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141
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Developer / Technical / Re: Binding uniform value
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on: July 03, 2012, 07:35:53 AM
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Is the uniform location that you get invalid? Or does it just not bind to that location properly?
I assume that you're checking shader compilation errors as well, since both binding problems are occurring in the same shader file.
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143
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Community / DevLogs / Re: Local Lord
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on: June 18, 2012, 06:26:17 PM
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So I had an issue with my Paralax layers, they're working now!
I'm now setting up level loading and how I'm going to do collisions in the side-scrolling part, the easy way would be set it up with tiles, but I think I want a system similar to Aquaria. I've been harassing cool dude, Owen Deery, about how he's done it in the past.
Your best bet is to hardcode them into your .cs files.
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144
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Developer / Technical / Re: OpenGL Drawing
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on: April 17, 2012, 05:29:19 PM
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I prefer to have a more central draw method that can call all the other game entities draw methods. So you would have something like.
GameScreen::Draw { background.Draw(); player.Draw(); enemy.Draw(); }
But it really depends on the complexity of your game. At a deeper level you could have all your drawable game objects within a scene manager and call the managers draw function to handle all of that...
In terms of your second question, you are setting two different regularly used blend states. The first is usually used for alpha blending sprites and the second is used for additive blending. Depending on what kind of content you're drawing and what you're drawing them on top of, they may look identical but most of the time will make things look very different.
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146
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Community / DevLogs / Re: Bytown Lumberjack
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on: April 14, 2012, 01:21:59 PM
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Sorry but it's just sooo boring to play, it looks nice but right arrow + x combo doesn't entertain me much  Yeah, we've gotten a lot of similar feedback on the game. Live and learn. Thanks for trying it out.
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148
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Community / Townhall / Re: Bytown Lumberjack
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on: March 30, 2012, 01:26:20 PM
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Fixed, thanks for pointing it out.
Planned for an official PC release, but considering the response so far on Xbox we may just hand off an unsupported PC build to anyone who wants it.
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154
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Community / DevLogs / Re: Bytown Lumberjack
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on: March 28, 2012, 05:06:26 AM
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Because somehow Microsoft managed to remove all traces of the game from the marketplace right after it got released.
Raging a little bit right now, but working on it.
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156
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Developer / Business / Re: Is the IGDA worth joining?
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on: March 27, 2012, 07:33:06 AM
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What I've found from attending IGDA meetings in both Ottawa (where I live) and Montreal (which is s short drive from here) is that it really depends on what chapter you are attending.
The last two I went to in Montreal were massive events with hundreds of people including plenty of indies, whereas with the Ottawa meetings I've stopped attending because they were pretty anemic.
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158
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Community / DevLogs / Re: Bytown Lumberjack
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on: March 23, 2012, 09:47:36 AM
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Hmm. The backdrops looks gorgeous, while the sprites..well.  * Cellusious Games wishes for the same quality on the sprites as the backdrops. Also, the poster thing looks awesome! :D Remember that sprites need to be animated and backdrops don't  Actually we changed it so that all the backgrounds and environments are in constant jelly-like motion and the players and enemies do not animate or move at all.
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159
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Community / DevLogs / Re: Bytown Lumberjack
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on: March 23, 2012, 08:06:44 AM
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Owen speak to @noogytweet on twitter. Dean is a good friend of mine and I imagine he probably has that membership, say HyperDuckChris sent you and hopefully he can help you out!
Thanks for hookup, but the game just got passed. I'm sure Noogy doesn't bother toiling in the bowels of XBLIG these days anyway. So yeah, awesome! Game is all set for release, just need to gather together a few 'promotional' resources in the next few days. Then, is game.
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160
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Community / DevLogs / Re: Bytown Lumberjack
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on: March 22, 2012, 10:45:10 AM
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The game is SO TANTALIZINGLY CLOSE TO BEING DONE.
We are currently in Peer Review on Microsoft's AppHub nonsense and are one review away from being cleared for release. So this is a call to anyone who may be reading this and has an AppHub membership, be a pal and toss a review our way!
Game soon, end near.
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