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2d Game Creation

Small break, but back to work

Posted by JD_Rushing, 02 March 2015 - - - - - - · 795 views
Alpha Blending
Small break, but back to work I took a break due to work being hectic and everyone seeming to get sick. I added alpha blending and I have working armatures and working on the keyframes to create animations.

It looks like something

Posted by JD_Rushing, 22 October 2014 - - - - - - · 626 views
It looks like something I got rid of most of the slider bars now that I have working color picking and constant buffers. So I decided to try and draw something. I was going for the mysterious woman on the water in a row boat.
All the shapes now have visible, clickable, control points. I need to work a little bit more on correct mouse movement translations (you move left but t...

Color Picking, Constant Buffers, and Shaders

Posted by JD_Rushing, 20 October 2014 - - - - - - · 624 views

FINALLY!!! Constant buffer worked without errors. I guess I kept running into bad examples. Many were missing information. I simply wanted to do color picking and set a constant buffer for the color. So both the color picking and the constant buffer (to set the object/shape to a solid color to be referenced) were a pain.
R - What kinds of pick (gui, ob...

Bezier, it's french

Posted by JD_Rushing, 17 October 2014 - - - - - - · 499 views
Bezier, it's french So I got bezier curves kickin', along with variable width of the start, middle, and end. If you have not used bezier ([be.zje] ) is actually not a hard concept, but very effective. They use control points to modify a line interpolation from straight line into a curve.
Coding Math 19 was very helpful.

I used cubic bezier, so I have a start point, end poi...


Posted by JD_Rushing, 12 October 2014 - - - - - - · 524 views
Ellipses Directx, What a pain in the butt! I learned opengl with no problems when it came to using uniform data and sending it to the shaders. Constant Buffers are not nearly as user friendly. I am sure they have wonderful attributes to them, but geez. But I did get my ellipses working along with my curved lines. I am using control points to define the length and...


Posted by JD_Rushing, 10 October 2014 - - - - - - · 331 views
Win32 Well I had super fun learning win32 without using a wrapper. I ended up with a system similar to what I used with my self made gui system, with the hWnd of each control being stored in an array. Now I have a drawing window, a working property page and a pop up (ish) window. Now I use sliders for adjust the properties so they can change on the fly.

Vector Graphics

Posted by JD_Rushing, 07 October 2014 - - - - - - · 473 views
#vectorgraphics, c++, directx
So after figuring up the amount of work to make the bitmaps look fine on pc and android (all the different resolutions), I decided to go vector. So now I am making a vector graphics editor (aka like flash). This way it will scale to any resolution without loss.

Did not give up

Posted by JD_Rushing, 01 October 2014 - - - - - - · 480 views
I kept flip flopping on what I wanted to do. It is hard for me to give up on trying to make a 3d game. And I also want to add a lot of material to a game, I love customization. So I decided to try and limit myself forcibly by doing this on Android. Most people are not going to have a gamepad with it, and on screen ones are hit and miss. So I am making sur...

Raw Input API

Posted by JD_Rushing, 05 December 2013 - - - - - - · 1,174 views

A lot of research went into using Raw Input API on a gamepad.
I am using a Logitech Dual Action usb gamepad.
This is where I got the best example. But he obviously changed part of the code cause it didn't work.

So after more research and tweeking, got it to work. Right now it is 4 buttons, two analog s...

Small Break and now trying Gamepad support

Posted by JD_Rushing, 26 November 2013 - - - - - - · 559 views

I worked some crazy hours the last few weeks and had a vacation. I spent the vacation catching up on shows and got the ps4, so was also playing that.
I'm working on getting the basics of the game going to I can sync both the animator and game together. I may implement something in the animator, and absolutely realize it was a terrible idea in the game....

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