Jump to content

  • Log In with Google      Sign In   
  • Create Account

Micah Koleoso

Member Since 28 Sep 2007
Offline Last Active Aug 19 2016 06:10 AM

Posts I've Made

In Topic: PSP Development license

16 November 2011 - 02:34 AM

Hi there!

You might want to check out the following site for information:http://www.technology.scee.net/

Anyone can apply for PSP development from Sony but you will need to show the either/both a strong demo/prototype or past experience in the (games) development field (also non-Sony products experience if you have) .

You can apply for PSP development as a private person, a company as well through a publisher. Your chances will be best if you have a registered company and a prototype running to show.


In Topic: Lightgun Shooter Scripting And Theory

08 November 2011 - 05:43 AM

Thanks for the replies!

I'm not actually building anything in that direction, I was just investigating the already available technology for that kind of game. The arcade business and its technology seem really very 'closed', and not openly documented or published.

My interest is in seeing examples (screenshots, documents or other related media) which shows the GUI editing environments themselves, as were used on arcade titles. Also, I wanted to find out if any generally known libraries or SDKs were available for that genre.


In Topic: OpenGL Texturing

12 December 2010 - 07:53 PM

Hello there,
it seems that you are either using flat planar mapping on the top/down axis or not having UV coordinates assigned to each and every face of the model, specifically the part on the sides where the texture seems ´stretched´

- Do you have per vertex UV coordinates in the file?
- Are the UVs exported correctly and assigned to their respective vertices?

A good idea would be to check your code with an existing model from the web.

In Topic: "Content Management" System

31 August 2010 - 12:22 AM

Hi all,
i've been using SVN with Tortoise SVN on Windows, command line SVN on Linux and Mac OS for about two years for text and binary data of all kinds.

This solution is easy to set up a SSH svn server and a few accounts for all members. The use of SVN is simple as you only needs 3 or 4 commands regularly as a normal user, only the admin of the SVN server will need to know more indepth.

I suggest you use this setup for starters.

In Topic: SOLVED! Problem D3D9 Saving X-Files with multiple Texcoords

03 January 2010 - 01:08 AM

The additional texture coordinates are being exported into the X-File through another data structure, an example from a current X-File is shown below:

DeclData {

With X-Files created like this, i'm able to create and edit shaders using RenderMonkey with two sets of texture coordinates mapped correctly.
Now remains to check, if the final effect files and X-Files can be used correctly in the runtime application, showing the shaders as designed.