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karwosts

Member Since 15 Sep 2009
Offline Last Active Feb 19 2013 11:51 PM

Topics I've Started

IOTD preserve aspect ratio

03 November 2012 - 01:47 PM

Can the aspect ratio of an image be preserved when presenting it as the Image of the Day?

Looking at the image for today, it's a phone image (long and narrow), but it gets squished down into a landscape picture, making it look awful.

I'll admit I have an interest in this as I've also recently submitted an image that does not fit that ratio, but it seems like something that could be really easily fixed. The images are displayed fine in the gallery, but on the homepage they are really distorted.

Attached File  iotd.png   304.29KB   32 downloads

Released my mobile game, what to do now? (Share your success/failure stories)

31 October 2012 - 02:01 PM

So after several months of coding and designing in my spare time, I've finally finished my first mobile game for Android and put it up on the android market. I'm really proud of my work and I learned a lot from doing it, so at this point I don't have any regrets regardless of what happens next.

However after the first week has come and gone, I'm feeling a bit underwhelmed. All my friends and family has finished trying it out, all my promotional posts have slipped from the front page of their respective forums into obscurity, and now all I'm left with is silence and the faint sound of crickets. Haven't had any downloads in two days, and I've been watching a big "0 active users" for the last several hours on my analytics page.

I always knew this day would come, though I didn't expect it to be quite this desolate. I knew I wasn't going to have a million players, though I thought that somehow I'd end up with at least a slow trickle of downloads wandering in from the corners of the android market. I guess I was wrong, as I'm now discovering.

Just curious for anyone else out there who has been in my position, what happened after you released your small indie game? Was there any promotion that you did that you found to be effective in any way (big word of mouth network, advertising, promotion in any particular store/forum/network)? How did you find your first few hundred players, if you ever got that many?

Or did you just abandon your game, write it off as a learning experience and move on to other pursuits?

Would love to hear some experiences of other developers who have been there, even if the conclusions are not particularly inspiring Posted Image
Thanks for reading!

Releasing my first game! Electron Flux for Android (Free!)

27 October 2012 - 09:59 AM

After several years of hanging around here I'm finally releasing my first finished product, I would be honored if anyone would try it and let me know what you think (reviews appreciated too!)

It's called "Electron Flux" and it's a puzzle game for Android where the player has to design machines to route and energize electrons to meet the level quota. This is done with arrows, switches, lasers, and other contraptions. It's got 24 levels and a great original soundtrack.

Trailer Video:


Some screenshots:

Attached File  title.png   122.72KB   18 downloadsAttached File  pic1.png   137.46KB   23 downloadsAttached File  pic4.png   136.56KB   21 downloads
Attached File  pic2.png   139.97KB   24 downloadsAttached File  pic3.png   143.04KB   22 downloadsAttached File  pic5.png   148.22KB   26 downloads

Thanks for reading!

Debugging Android Exceptions

22 September 2011 - 10:05 PM

Hi, getting started with Android Java Programming coming from C++ and visual studio. I'm writing some code and I keep getting exceptions, but I cannot figure out how to find the source at all through the IDE.

For example, I have a bug in a function filldata() where I am trying to call Float.toString() on a null value. When I hit this point, I get an exception thrown, and if I look in my variables window I see the exception 'e' is of type NullPointerException, which makes sense given that I'm trying to call a function on a null value.

However, I have no idea how I should be tracking these down. The only way I was able to find the line was by stepping through the program line by line until I hit the exception. When I hit the breakpoint, I look at the call stack and there's not a single line in it that references any of my source code.

I feel like I must be missing something, because I've debugged several exceptions so far, but each one takes me 20m to find, because the call stack doesn't give me any information about where I am. Always just a bunch of lines about "ActivityThread".

Where is the actual call stack that says from what function the exception was thrown, etc?


Thread [<1> main] (Suspended (exception RuntimeException))	
	ActivityThread.performLaunchActivity(ActivityThread$ActivityClientRecord, Intent) line: 1696	
	ActivityThread.handleLaunchActivity(ActivityThread$ActivityClientRecord, Intent) line: 1716	
	ActivityThread.access$1500(ActivityThread, ActivityThread$ActivityClientRecord, Intent) line: 124	
	ActivityThread$H.handleMessage(Message) line: 968	
	ActivityThread$H(Handler).dispatchMessage(Message) line: 99	
	Looper.loop() line: 130	
	ActivityThread.main(String[]) line: 3806	
	Method.invokeNative(Object, Object[], Class, Class[], Class, int, boolean) line: not available [native method]	
	Method.invoke(Object, Object...) line: 507	
	ZygoteInit$MethodAndArgsCaller.run() line: 839	
	ZygoteInit.main(String[]) line: 597	
	NativeStart.main(String[]) line: not available [native method]	

VC++ 2010 Express, XML Comments and Intellisense

08 April 2011 - 02:10 AM

I've been looking to add a bit of documentation to my project, and trying to see if there's any way to get any helpful information out of intellisense. I read up a little bit about XML documentation, and found the switch to have VC++ generate the .xml file when the code is compiled. I saw this bit in the MSDNwhich has made me curious:

In Visual C++, you can add comments to your source code that will be processed to an .xml file. This file can then be the input to a process that creates documentation for the classes in your code. An .xml file can also be used to support IntelliSense on your component.


Does this bold sentence mean anything in layman's terms? I've tried searching around and I get mixed messages everywhere, to some people saying intellisense can load the .xml if it is the same name as the generated .exe, and others saying it won't do anything without a plugin (unavailable to Express versions).

I did a simple test with a tiny bit of code:
class GfxDevice {
	///<summary>
	///GetD3DDevice:
	/// Returns the d3d9 device
	///</summary>
	LPDIRECT3DDEVICE9 GetD3DDevice();

};

and compiled it to see if I got anything interesting, but I'm pretty underwhelmed.

Hovering over the function (GetD3DDevice) doesn't display any of the comment, and if I type

GfxDevice gfxDev;
gfxDev.GetD3DDevice


and pause there, it gives me this popup:

public GfxDevice::GetD3DDevice
<summary>
GetD3DDevice:
Returns the d3d9 device
</summary>
File GfxDevice.h


which obviously isn't really doing anything with the xml tags, it just spits out the comment that precedes the function. Is there any way to get better documentation/popup help from visual studio, or should I just resign myself to the fact that it won't ever display any documentation on tooltip hover (which is probably when I would like it the most).

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