Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 31 Aug 2006
Offline Last Active May 25 2015 11:39 PM

Topics I've Started

Portal for a free demo?

16 February 2014 - 02:50 AM

I have completed a smallish, free demo for a PC indie game. I'd like to distribute the demo from a game portal, but I haven't been able to find a good option for free demos. (One complicating factor is that Googling for "game portals" usually returns hits for the game Portal....) I wouldn't mind paying a small fee. The demo is not likely to ever turn into a full game.


I could just distribute the demo from my website, and that would be fine, but a portal adds a bit of perceived legitimacy. Also, the portal could provide download stats. (I could, of course, write scripts to extract that information from my server logs but I don't really want to.)


So, if anyone has a suggestion I'd like to hear it.


If you're curious, this is the game:





Joystick sign conventions

15 February 2013 - 02:12 AM

Quick question--it's so hard to Google for answers like this one: Is the sign convention for PC joysticks or D-pads something I can generally rely on?  It seems that the horizontal axis is positive right, and the vertical axis positive down, and the horizontal axis has the lower axis number.  If that's true for all joysticks, then all I'd have to do to detect the correct axis mappings is to ask the user to move the joystick around the perimeter a few times.  If this is inconsistent then I'd have to map the horizontal and vertical axes separately.  Thanks.

PC controls for games originally designed for a PS/2-like gamepad

12 December 2012 - 11:56 PM

I was just wondering if anyone has any advice on how to approach this.

I'm pretty close to a releasing a 3rd-person action-adventure demo I've been making; I just need to tie up controls and other loose ends. I used a Logitech Rumblepad to develop the game. But in order to reach as many people as possible it should be comfortable to play with keyboard and mouse, and be flexible to other gamepads.

I'm not much of a PC gamer (ok I don't play PC games at all) so I don't really know much about how PC games handle controls at all. I figure that's the main problem here, so I guess I'll just get hold of some PC games and do whatever they do (and I'm happy to accept suggestions for any PC games that do an exemplary job with controls). But I wanted to see if anyone who's faced this problem has some advice.

Does anyone know of a project to collect gamepad definitions?



02 July 2012 - 11:13 PM


I am more or less done with a short first-level demo of my game, and the main thing it is missing is voiceover. (I will mention that the game really is designed for voice and would suffer for not having it.) I want it to sound better than a bunch of my untrained friends over a webcam microphone.

Problem is, I have no idea how to go about recording decent-quality voiceover. I figure for voices I could get a good deal on some drama students from the nearby university. For recording, I don't know. Rent a studio? I don't need a world-class sound stage but cheapest ones I could find around here are pricey. Buy or rent equipment and do it in my apartment? Don't know what equipment I should get. I'm pretty much an audiophobe. Plus I'm not sure about bringing random college kids to my abode. I have a budget in the hundreds of dollars for this (no fixed number, it's a trade-off at this point).

Does anyone have any experience or at least has some educated advice?

Note: My question is only about recording. I have no questions about post-processing; I'm all good there.


OpenGL document layout recommendations?

31 December 2009 - 06:35 AM

I don't have high hopes for the answer I'm looking for, but thought I'd ask. I need to be able to lay out and render static text documents with OpenGL. (It's for things like help screens and the like.) My own humble layout/renderer scheme has a few issues, the most important being that it's not optimized to minimize texture switches. Instead of rewriting it I thought maybe there's some existing code out there that already does it and probably much better. Unfortunately, my searches for a decent layout library have been unsuccessful. Obviously I looked at HTML renderers (WebKit and so on) first but they seem to be a mighty overkill. They are designed for spiffy "document is a living thing" with all kinds of javascript and active content. I don't care one bit about that; I just want static layout and display. Plus, these libraries are likely to be more work to integrate than if I just rewrote my own layout/rendering scheme. Most less ambitious efforts that I saw were poorly maintained and/or sucked. But I was wondering if anyone had any recommendations. Rendering first to pixmap is fine; and it need not be HTML-based. The ideal API would have similar capabilities to the following pseudocode: doc = createDocument("document.xml") doc.registerFont("Sans.ttf") doc.registerFont("SansBold.ttf") doc.setWidth(400) layout = doc.layOutDocument() width,height = layout.getSurfaceArea() layout.renderInOpenGL(x,y) # or layout.renderToPixmap() Thanks.