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Racoonacoon

Member Since 29 Jun 2009
Offline Last Active Jan 07 2014 10:06 AM

Topics I've Started

Didgery

14 October 2013 - 06:28 PM

Hey guys,

 

I just released a major update to a puzzle game I developed three years ago called Didgery. There were some issues with the gameplay mechanics and external but core media (description, trailer, etc) that greatly limited its audience. I noted all these barriers of entry and redesigned the game to be much more approachable and streamlined. I guess the sales figures will tell if I was successful or not ;)

 

What is Didgery?

Didgery is a unique merger of card and puzzle that blends fun explosive action with thoughtful strategy. Sit back and relax in Zen Mode, or put your skills to the ultimate test by battling the forces of evil in Nightmare Mode. Change up the rules with Special Cards, uncover a fantastical back-story of biblical proportions, and immerse yourself in the relaxing zen-like atmosphere. Didgery is a fun, addictive, and fresh experience for both puzzle and card aficionados.

 

 

 

Demo can be downloaded from here:

http://www.indiedb.com/games/didgery/downloads/didgery

 

For anyone who is interested, Didgery can be purchased from IndieGameStand:
https://indiegamestand.com/store/548/didgery/

 

 

Any thoughts and/or suggestions are welcome.


Elements of a Good Puzzle Game

02 September 2013 - 11:03 PM

Hey guys,

 

A friend and I are keeping a video log of our progress on a puzzle game we are building called Mind. This is our first vlog in which we discuss the elements of a good puzzle game. I thought it may be interesting to share the video and gather the community's opinion on such a topic.

 

http://dream-forever.net/Blog/2013/09/02/elements-of-a-good-puzzle-game/

 

So what do you guys think? What are the core elements that make a puzzle game fun, addictive, and rewarding? Is interdependence really a core element, or were we off in our observations? 


glBindVertexBuffer, glVertexAttribFormat, & glVertexAttribBinding Questions/Issues

11 October 2012 - 06:58 PM

Hey all,

I've recently been in the process of moving from the DirectX/XNA camp to the OpenlGL side of things as of late. I've found the process very interesting and fun so far, but I keep running into an issue that has been irking me. Perhaps someone here can help.

I have been attempting to set up the Vertex Attribute Layout using the glBindVertexBuffer, glVertexAttribFormat, & glVertexAttribBinding commands, but I get a "0xC0000005: Access violation reading location 0x00000000" when glBindVertexBuffer is encountered. Are these commands supported in OpenGL 4.2? I tried to do some research to find what version these functions were introduced, but I haven't found anything specific as of yet.

In the case that they are supported in OpenGL 4.2, here is the setup code I am using:
[source lang="cpp"] //Interleave position, color, and UV data. const float vertexData[] = { //Vertex 0 -.50f, .50f, 0.0f, 1.0f, 1.0f, 0.0, 0.0, 1.0f, 0.0f, 0.0f, //Vertex 1 .50f, .50f, 0.0f, 1.0f, 0.0, .50, 0.0, 1.0f, 1.0f, 0.0f, //Vertex 2 .50f, -.50f, 0.0f, 1.0f, 0.0, 0.0, 1.0, 1.0f, 1.0f, 1.0f, //Vertex 3 -.50f, -.50f, 0.0f, 1.0f, .50, .50, 1.0, 1.0f, 0.0f, 1.0f }; //Build our 'vertex buffer' glGenBuffers(1, &bufferName); glBindBuffer(GL_ARRAY_BUFFER, bufferName); glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW); //Create the 'IA Layout' //We crash right here glBindVertexBuffer(0, bufferName, 0, sizeof(float) * 10); glEnableVertexAttribArray(0); glVertexAttribFormat(0, 4, GL_FLOAT, GL_FALSE, 0); glVertexAttribBinding(0, 0); glEnableVertexAttribArray(1); glVertexAttribFormat(1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4); glVertexAttribBinding(1, 0); glEnableVertexAttribArray(2); glVertexAttribFormat(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 8); glVertexAttribBinding(2, 0); /* This will set up things fine */ //glEnableVertexAttribArray(0); //glVertexAttribPointer(0, 4, GL_FLOAT, false, sizeof(float) * 10, reinterpret_cast<void*>(0)); //glEnableVertexAttribArray(1); //glVertexAttribPointer(1, 4, GL_FLOAT, false, sizeof(float) * 10, reinterpret_cast<void*>(sizeof(float) * 4)); //glEnableVertexAttribArray(2); //glVertexAttribPointer(2, 2, GL_FLOAT, false, sizeof(float) * 10, reinterpret_cast<void*>(sizeof(float) * 8));[/source]


I'm using GLEW and I'm running Visual Studio 2010. I'm guessing that it may not be supported on 4.2, and thus GLEW is returning a null pointer to the function it can't find, but I want to be sure.

Didgery

15 July 2010 - 06:05 PM

Hey all, I’ve been working on a puzzle/card game for quite some time now. It is getting close to being finished, so I thought I would start a little bit of publicity amongst the ‘nerds’ before taking it hardcore with the ‘public’.

Premise:
An evil curse has gnashed a great wound into the four sacred elements. You have been set in place by the ancients to tend to these elements and restore the equilibrium of the world. Succeed in your task, and peace will fill the Earth. Fail, and all will delve into an endless darkness. Girdle your loins and steady your hand, the game begins here.

Gameplay:
Didgery is a casual card/puzzler game in which the player forms chains of cards to restore harmony into the elements before the Earth descends into Hell. Larger chains results in more harmony instilled back into the elements, as well as some cooler effects :] If you play well you might just unlock some of the special cards, or uncover bits and pieces of Didgery’s story. The rules are explained a bit more on my IndieDB page.

Here is a teaser trailer of sorts.

In-game screen:


I have a website and DevBlog if anyone is interested.

I plan to release this onto XBLIG sometime in August (most likely late August the way things are moving.) Wish me luck!

[Edited by - Shawn Myers on July 16, 2010 12:37:34 AM]

What are multiple Vertex Streams used for?

30 May 2010 - 09:16 AM

What are the practical uses of using multiple vertex streams? Does it reduce bandwidth to the GPU or something else entirely? I just don’t really understand what they can be used for.

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