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Member Since 11 Oct 2010
Offline Last Active Apr 21 2016 12:40 AM

Topics I've Started

[Android] PrintJam

25 January 2016 - 12:24 PM

Hey guys,

My team and I published our first game to the Google Play store (Beta was already up but available only for certain countries, the full version is available worldwide). Since this is our first project, we would really like to get feedback from other developers, just to get a fresh perspective on the entire thing.


The game can be downloaded for free:




Attached File  paper boss concept 3.jpg   112.74KB   0 downloads

Attached File  Screen03.jpg   124.79KB   0 downloads


02 November 2015 - 07:48 AM

Hey guys,


My team and I have worked on a scroller/shoot-em-up game for a while now, and we are in a late Beta stage. The game is currently available only for Android users in UK, Croatia, Bosnia and Serbia. It is completely free, and we would like to hear some feedback from other devs. You can find it on Google play: https://play.google.com/store/apps/details?id=com.roundedsquarish.cmyk


This is our first project, so any suggestion is very welcome. You can find more info on http://roundedsquarish.org/



Starting OpenGL

27 November 2012 - 06:57 AM


I've been learning the basics of game development for some time now, and I believe that I am ready to take "the next step". So far, I've been working with XNA, but I get the feeling that Microsoft is slowly abandoning it. Therefor, I think it's time to switch to another API - I did some research, and I think that OpenGL would be good place to go, because it is supported on many platforms, and has a large enough community from which I could get help when I get stuck. My question is - which developing environment would be best to start working with C++ and OpenGL. I've been using Visual Studio for some time now, so if it's possible to use it with OpenGL it would be great.

Collision detection doesn't work for automated elements in XNA 4.0

30 August 2012 - 09:00 AM

I have a really weird problem. I made a 3D simulator of an "assembly line" as a part of a college project. Among other things it needs to be able to detect when a box object passes in front of sensor. I tried to solve this by making a model of a laser and checking if the box collides with it. I had some problems with BoundingSpheres of models meshes so I simply create a BoundingSphere and place it in the same place as the model. I organized them into a list of BoundingSpheres called "spheres" and for each model I create one BoundingSphere. All models except the box are static, so the box object has its own BoundingSphere (not a member of the "spheres" list). I also implemented a picking algorithm that I use to start the movement. This is the code that checks for collision:
if (spheres.Count != 0)
			for (int i = 1; i < spheres.Count; i++)
				if (spheres[i].Intersects(PickingRay) != null && Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton)
					start = true;
				if (BoxSphere.Intersects(spheres[i]) && start)
					MoveBox(0, false);//The MoveBox function receives the direction (0) and a bool value that dictates whether the box should move or not (false means stop)
					start = false;
				if (start /*&& Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton*/ && !BoxSphere.Intersects(spheres[i]))
					MoveBox(0, true);					  


The problem is this: When I use the mouse to move the box (the commented part in the third if condition) the collision works fine (I have another part of code that I removed to simplify my question - it calculates the "address" of the box, and by that number I know that the collision is correct). But when I comment it (like in this example) the box just passes trough the lasers and does not detect the collision (the idea is that the box stops at each laser and the user passes it forth by clicking on the appropriate "switch"). Can you see the problem? Please help, and if you need more informations I will try to give them. Thanks

Collision detection not working properly

06 August 2012 - 06:22 AM

I have a really weird problem with my collision detection algorithm. I have a few static elements and one movable, and for now I just want to make the movable element stop when it collides with the static ones. I tried to solve this in 2 ways - by using BoundingSpheres that are created automatically for each mesh of the static elements (in this case, algorithm never returned the "true" value in the Intersect method, although the models obviously collide), and I tried creating independent BoundingSpheres with the same center as the models that I'm drawing. In this case I get some results (the Intersects method returns true value sometimes), but the routine I have is triggered at the wrong time. For example, there are 3 static elements in coordinates (-5.0f,0f,0f), (0f,0f,0f) and (5.0f,0f,0f). When I run the program there are 3 collisions (as they should be) but they all take place between the first 2 elements (but not exactly in front of them). The weirdest part is that in the same program I have a picking algorithm that works with the same BoundingSpheres perfectly (when I click the position where the BoundingSphere should be, the proper function is triggered). What could be causing this?