Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 30 Dec 2000
Offline Last Active Oct 16 2016 12:23 PM

#5297478 Converting a desktop game into mobile game- Illegal?

Posted by on 21 June 2016 - 12:25 PM

Your bigger issue isn't patents its copyrights. If you want to re-use any of their work you'll need permission. If you don't have their permission you need to create original art, sound, and code. About the only thing you can typically copy is core gameplay aka make knockoff.

#5277799 Beginner with a dream.

Posted by on 23 February 2016 - 04:54 PM

Oh one more question, is there is program which allows me to create UIs?


"UI" is a very broad category so it'll help if you expand on the context in which you want to create a UI. Assuming you specifically mean GUIs, there are "WYSIWYG" editors which can help make desktop application style user interfaces. Microsoft's Visual Studio lets you make these for many languages, including C#. This is supported by the Express and Community editions of Visual Studio, both of which are freely downloadable from Microsoft. However, this might not be what you actually want. Unity supports "UI" elements as well for in-game GUIs (for menus and such).


In all cases it still requires some programming knowledge to cause the UI to do something practical rather than just something you look at.

#5272032 Collision using rgb

Posted by on 20 January 2016 - 10:56 AM

A very simple thing you can do that should work is return different numbers for the different errors instead of using the same number. Also, you should learn how to use a debugger. Vimeo is blocked at work so I can't check how useful it is, but Google suggested this video.

#5272028 Collision using rgb

Posted by on 20 January 2016 - 10:29 AM

There's also a problem with deleting the objects, search for codewords 'new' and 'delete' and see if you see something wrong because I tried all day and still wont compile

What compiler errors are you getting? Also, I'm confused about what the issue is with the file loading. It sounded like a bug, but then you say the code doesn't compile which implies you haven't run the code. If it is a bug, what is the behavior you are seeing?

#5271352 Understanding cross product without delving too much on Linear algebra

Posted by on 15 January 2016 - 04:38 PM

Another way of looking at it, is imagine yourself as the normal. On Earth as you walk around upright you are essentially the normal at that point on Earth because you are perpendicular to that point of the planet.


But imagine you are an astronaut and you are in zero G environment, say on the outside of some space station. Your boots let you stick to the outside so you can walk around it. If you imagine yourself trying to walk around the space station 'upright' then your orientation will be the same as the normal at that point on the space station. Doesn't matter what shape the space station is, you can be upright at any point on it provided you can stick to it.

#5269911 Advice on coding style

Posted by on 07 January 2016 - 03:02 PM

My Dev C++

I hope for your sake you're using one of the updated versions of Dev C++ and not the incredibly out-of-date Bloodshed version.

#5266711 User defined functions?

Posted by on 16 December 2015 - 03:39 PM

These are called 'callback functions'. Your library code would use function pointers instead of functions directly. The user would pass the function pointers to your code.

#5265943 C# Color Wheel

Posted by on 11 December 2015 - 04:20 PM

Oh well if it doesn't matter what it's used for, how about using the standard color picker dialog defaulted to display the color grid using the custom colors property  (ok, it's not a wheel, but it's close). After the user selects a color then check the hue/saturation/etc. If it's outside the acceptable range re-open the dialog. Maybe pop-up a message dialog saying the value chosen is invalid and to try again. Technically fits most of your requirements.

#5265754 Why didn't somebody tell me?

Posted by on 10 December 2015 - 11:36 AM

That's a mondegreen I haven't heard of before.

#5245307 Simple Math question about angle. How can you find the end coordinates of a r...

Posted by on 09 August 2015 - 03:47 PM

x = (x * cos(theta)) - (y * sin(theta))
y = (x * sin(theta)) + (y * cos(theta))


I'd have done

xnew = (x * cos(theta)) - (y * sin(theta))
ynew = (x * sin(theta)) + (y * cos(theta))

For both of these equations, as the naive coder would accidentally use the same variable names for both the input and output which would produce faulty results.

#5229336 Another basic array C problem

Posted by on 16 May 2015 - 12:33 PM

... and it will deactivate a month after installing it and tell you to get a MS account.

Getting an "MS account" is free. If you still don't want to get an MS account that's your prerogative, just don't want to scare people off who don't care about getting an account.

#5224608 X3DB format

Posted by on 20 April 2015 - 08:58 PM

There's a C++ library called XIOT which I've seen a few projects use which can open X3DB files. X3DB files seem to be compressed so there's a decoding stage done first. The XIOT project site seems to be down, but the MEPP project imported XIOT into their project https://github.com/MEPP-team/MEPP/tree/master/externals/xiot-0.9.0.

#5222973 What language is this made in?

Posted by on 13 April 2015 - 11:42 AM

I'm at work so a lot of stuff is blocked, but I do know the original demo made for the game jam was Adobe Flash and a bunch of sites say it was ported to a 'new engine', although I can't see details beyond that. I found a journal entry from the developer from Dec 2013 saying "I’ve got a pretty solid version of the game running with adobe AIR, but maybe I should port it over to C++ for a more stable game and things like actual controller support if I continue it further." so probably either AIR or something using C++. As for the 2d perspective used, this link seems to explain what it is as 3/4 perspective. I believe 2.5d is a more generic term for making 2d look kinda like 3d and thus includes several art styles. Another overview of different types of projections (although it doesn't get into 3/4 perspective) is here.


It's definitely not platformer, that's more of a gameplay style than an art style.


According to this Unity can do it.

#5222501 c++ and Excel?

Posted by on 10 April 2015 - 02:47 PM

This seems to be two issues, using Excel to populate data used by your game, and having Diablo-style random generated loot at game run-time.


In the first place you could use xlsx spreadsheets to keep track of the data and when it's ready for your game, export snapshots of your spreadsheet to a csv files. Then your game would read the csv file in and treat the data as integers or text as you deem appropriate. It depends on exactly what benefits you think using Excel gives you, since you could use a text file if you wanted to.


The second issue, having Diablo-style random generated loot, is a combination of data and code. If you want a weapon to have range of stats randomly assigned you can use the spreadsheet to give a weapon a certain spread. Weapon damage (or whatever) could be assigned a low value of 10 and a high value of 15. Then your code would read that in from the spreadsheet and generate the random number between 10 and 15. You might want to look up into the different random number distributions. For example, say you want your items to have a high probability of being 10 and lower probabilities of getting higher numbers. You could use a Poisson distribution for this. Or you want a high probability of 12 occurring and numbers lower/higher than 12 being less and less likely the further you get form 12 (a binormal distribution).

#5221867 Looking for step my step guide for visual studio

Posted by on 07 April 2015 - 10:08 AM

Unity has physics simulations. I haven't used Unreal but I can't imagine it doesn't have a physics simulator as well. I'm so sure of it that I'm not even going to check if I'm right. However, the game designer will need to determine how to use the physics simulator.


In Unity, for AI, you'll likely need to do a lot of it yourself since the topic is basically "how I want my game to behave" and that's very context dependent.  That said, Unity has support for things that will help common tasks, like Navigation and Pathfinding so enemy and non-player characters can figure out how to move around the environment you create.


If you have an animation on hand (you can buy them, commission someone to make them for you, find free ones, or learn to do it yourself), your code would need to determine when and how to use it. This would be based on, for example, encountering triggers, or some scenario is detected based on say the character's health, etc. Again, that's something that can be very context dependent. Of course unity documentation explains the how in more detail, although you might not be ready for it until you've explored the basics of unity in more detail.


At this point you get an engine and start learning how to use it and see for yourself what it takes. There's never been a better time for jumping in the deep end. If you find it overwhelming you can go to the shallower end of the pool. If you have specific questions on why something isn't working or aren't sure how to go about doing something (and google didn't help), you can ask in the appropriate forum here or ask around in the unity forums. Good luck.