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Pages: 1 ... 4 5 [6] 7 8 ... 12
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101
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Developer / Playtesting / Re: Nanovoid
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on: October 24, 2011, 10:11:16 AM
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good because this game was taking FOREVER  and now I have an iphone so I can buy it too  yes, it took forever...  I could need a beta tester with an iphone 3G or iPod 2G. Anyone interested?
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103
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Developer / Technical / Re: Graphics libraries
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on: September 30, 2011, 09:46:14 AM
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- What libraries do you use ?...my own  but in the end, it was just waste of time. Suggestion: Just use openGL, it is fast, portable and can do 2D stuff quite fine.
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105
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Community / DevLogs / Re: Fez
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on: August 31, 2011, 09:13:45 AM
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Yay! I've got an Xbox now, so I'm getting the hell out of this game when it's finally released!
hm, yes... Finally a good reason to buy an Xbox, indeed 
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108
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Community / DevLogs / Re: Hack, Slash, Loot.
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on: April 09, 2011, 05:14:22 AM
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I have already seen that interface somewhere, but I can't remember the game.
I like the style of the interface, and I had the same feeling that I remember it from somewhere. Maybe Dungeon Master was in my head: 
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111
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Community / DevLogs / Re: Treasureline
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on: February 01, 2011, 03:39:58 AM
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 This time, I tried to compile it for the iPhone simulator. (doubling the graphics, because of the small display) But how do I control my hero without a joypad? I have tried some RPG's on the iPhone, and these virtual joypads are sometimes really evil. (and sometimes only a bit evil) On "100 Rogues", you move your hero by touching to the moving destination, which works much better, but then again you cannot see the screen because your hand is in the way. Any suggestions? What is your prefered controller on the iPhone?
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112
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Developer / Playtesting / Re: Nanovoid
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on: January 31, 2011, 11:29:34 PM
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@Eclipse: Wait... you mean you would prefer playing the free Windows version instead of buying the supercool iPhone version for 99 cent?  Ok, just kidding. The current plan is to release all versions at the same time.
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114
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Developer / Technical / Re: masking in openGL
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on: January 21, 2011, 10:31:00 AM
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Ha! It works!  glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,w,h,0,GL_RGBA,GL_UNSIGNED_SHORT_5_5_5_1,spriteData); creates the texture and glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); does the job. (glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); too) What a stupid idea to create masks for all the shapes.  Thanks to you all! By the way, what happens if the texture memory of the iPhone is full? Does it crash or does the glTexImage2D() return an error or does the openGL of the iPhone just swap some old textures out?
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115
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Developer / Technical / Re: masking in openGL
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on: January 21, 2011, 08:33:03 AM
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@0rel: yes, here are more details:  If I draw the texture without any tricks, it will look like the "dfFull"-ball at the bottom left. So, I enable blending and draw the mask with glBlendFunc(GL_DST_COLOR,GL_ZERO); That will look like the dfMask-Ball at the top-right. And after that I draw the image with glBlendFunc(GL_ONE,GL_ONE); Then it looks like the "standard"-ball in the topleft. All is fine with that, except that i need two textures: one for the ball and one for the mask. @sinoth: well, the graphics are stored in PNG with alpha channel. So it seems that is not the problem right now. @mewse: Allright, here's a quote from the "iOS opengl programming tutorial": "A texture in RGB565, RGBA5551, or RGBA4444 format uses half the memory of a texture in RGBA8888 format. Use RGBA8888 only when your application needs that level of quality." Hm... Seems like the "RGBA5551" would be adequat. I will try it.  Which blending mode do I have to use for that?
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116
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Developer / Technical / masking in openGL
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on: January 21, 2011, 01:25:58 AM
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Hi, I am currently porting a game to iPhone, which essentially uses 2D sprites. ...to draw these, I just draw QUAD's with a texture. But there are lots and lots of textures and the texture memory is limited. And I use a seperate drawing mask for each sprite (to mask out the pixels that should not be drawn) which doubles the amount of textures for a sprite. glEnable(GL_BLEND); glBlendFunc(GL_DST_COLOR,GL_ZERO); // blending ... drawing black mask here glBlendFunc(GL_ONE,GL_ONE); ... drawing sprite here glDisable(GL_BLEND);
Is there a way to get rid of the seperate mask texture? e.g. using the sprite itself for the texture or utilize some sort of color keying?
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118
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Community / DevLogs / Re: Treasureline
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on: December 07, 2010, 02:52:06 AM
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This is a team project. (feel free to contact me if you want to contribute) Nevertheless, I will continue working on it next year. Thank you for your continuing "support" 
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120
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Community / DevLogs / Re: Treasureline
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on: November 15, 2010, 11:59:36 AM
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 @Inane: Yes, I remember... like this?   @RotateMe: Handling these bubbles is not really that difficult. Let's look at the very first dragon-test. The 1st tail-bubble just follows the body-bubble. And the 2nd tail-bubble the 1st tail-bubble, etc. The next (and final) step is to take a look at the angle between the bubbles and adjust the position if the angle gets too big. divide et impera.
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