Search found 123 matches

by Van-B
Tue Jun 28, 2011 2:31 am
Forum: Art, Music, and Design
Topic: pixel or smooth
Replies: 9
Views: 2468

Re: pixel or smooth

It depends on the game, how retro it is. I prefer the look of anti-aliased sprites, but when it's a pixel-art game the style is kinda locked. I'd like to see some variations - like maybe pixel art, where the pixels are scaled up by say, 4 - but then they have drop shadows, or something smooth includ...
by Van-B
Tue Jun 21, 2011 4:56 am
Forum: General/Off-Topic
Topic: I think Falco was wrong... grievously wrong...
Replies: 21
Views: 6097

Re: I think Falco was wrong... grievously wrong...

There's App Game Kit as well... Which will come in 2 flavors, BASIC style syntax, and C++ with some lower level features. The benefit though, is that AGK will compile for Android, Bada, iOS, Windows etc etc - possibly coming to the 360 as well. Cross platform network support, automatic scaling, writ...
by Van-B
Mon Jun 20, 2011 1:54 pm
Forum: General/Off-Topic
Topic: I think Falco was wrong... grievously wrong...
Replies: 21
Views: 6097

Re: I think Falco was wrong... grievously wrong...

I generally try not to concern myself with the doings of ignorant morons these days... We are programmers, artists, musicians, and engineers. We can sit around waving our dicks at each other all day about whose technology or methodology is superior... Or we can sit down, shut the fuck up, get to wo...
by Van-B
Mon Jun 20, 2011 2:13 am
Forum: Game Development
Topic: What projects are you currently working on?
Replies: 500
Views: 154003

Re: What projects are you currently working on?

Cheers!. The monkies and backdrop art were done by a freelance artist, I did the foreground stuff and sprites, but I'm getting the bubbles etc redone by the same guy. The PC version is wriiten in DarkBasicPro, and iOS is written in mostly C++.
by Van-B
Fri Jun 17, 2011 6:44 am
Forum: Game Development
Topic: What projects are you currently working on?
Replies: 500
Views: 154003

Re: What projects are you currently working on?

I have no idea if this screenshot will show, but trying anyway - too lazy to upload it somewhere else right now...

Image

It's my damn near almost finished PC version of Fizzy & Dizzy.
by Van-B
Thu Jun 16, 2011 7:41 am
Forum: General Gaming
Topic: Arce's Platformer Frenzy
Replies: 10
Views: 2667

Re: Arce's Platformer Frenzy

SNES: James Pond Robocod
GENESIS: Kid Chamelion

Just mentioning these because they are the toughest platformers I can remember, esp Kid C - you are looking for a challenge right?
by Van-B
Mon Jun 13, 2011 9:57 am
Forum: Game Development
Topic: Minecraft remake- Crafter
Replies: 129
Views: 37004

Re: Minecraft remake- Crafter

Looking sweet, your clearly making some great progress with this. How are you factoring lighting? Just wondering, because I've found that just a vertex lightmap can make things look great. Like take the 3D position of each vertex, add a little adjustment for the vertex normal so you get a position t...
by Van-B
Mon Jun 13, 2011 8:08 am
Forum: General/Off-Topic
Topic: So... guess who is a software engineer?
Replies: 39
Views: 7328

Re: So... guess who is a software engineer?

Congrats to you both!

Just hope it leaves you enough free time and energy to keep developing ES. Personally, I often can't wait to get out of the office and onto my own projects - your own projects will seem so much more fun than what your being paid to work on :D.
by Van-B
Wed May 18, 2011 4:59 am
Forum: General/Off-Topic
Topic: When did your journey with programming start and why?
Replies: 38
Views: 8543

Re: When did your journey with programming start and why?

I think I must have been about 7, my dad come home with a ZX Spectrum when they were just released, and some truly terrible games. Games were very expensive, so it was few and far between - most of the available games were published by Sinclair, and they all cost like £7-£10 - back in 1982 that was ...
by Van-B
Mon May 16, 2011 10:42 am
Forum: Programming Discussion
Topic: Just wondering about Minecraft
Replies: 6
Views: 897

Re: Just wondering about Minecraft

I would dig tunnels, in fact I've tried this with a little test engine and it works quite well. Once you have a solid world, maybe based on a perlin noise heightmap, you could take a random location under ground, and dig. If you scan the blocks near a start location and work out the distance to the ...
by Van-B
Fri May 13, 2011 9:42 am
Forum: Programming Discussion
Topic: SDL - XCode
Replies: 10
Views: 1201

Re: SDL - XCode

Ahh, its probably related to the way I've been adding files - I would add an .M, then change it to .MM, ignoring the .CPP extension completely.
by Van-B
Fri May 13, 2011 9:34 am
Forum: Game Development
Topic: Tiling with SDL/OpenGL
Replies: 9
Views: 2843

Re: Tiling with SDL/OpenGL

Yeah, I wouldn't advise having more than one texture per layer - it turns a straightforward system into a nightmare. You'd be 'drawing' the tiles according to their texture, like drawing texture 1, then texture 2... but what if you have part of texture 1 in front of texture 2? - One layer, one textu...
by Van-B
Thu May 12, 2011 9:33 am
Forum: Programming Discussion
Topic: SDL - XCode
Replies: 10
Views: 1201

Re: SDL - XCode

You need to use .MM to compile C++ classes.

That could have PLENTY to do with a problem with CPP files, XCode and classes.
by Van-B
Wed May 11, 2011 6:16 am
Forum: Game Development
Topic: Tiling with SDL/OpenGL
Replies: 9
Views: 2843

Re: Tiling with SDL/OpenGL

Personally, I wouldn't combine textures, or draw tiles as individual quads. I would work in layers, but with each layer having it's own, single tile sheet, then I'd construct each layer as a triangle list with custom UV coordinates depending on the tile at each location. So if layer 1 is water, I wo...
by Van-B
Tue May 03, 2011 12:30 pm
Forum: Programming Discussion
Topic: SDL - XCode
Replies: 10
Views: 1201

Re: SDL - XCode

Probably not relevant, but I always thought that you had to use .mm for C++ files in XCode, otherwise it get's upset.