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Member Since 29 Mar 2011
Offline Last Active Jan 05 2015 08:31 PM

Topics I've Started

Windows API Article, Feedback Appreciated

11 October 2014 - 04:09 PM

I've been working on a tutorial site and am slowly adding content as time goes on. If anyone has a few spare minutes, please take a look at http://www.proggytuts.com/article/view?id=12 and give me some feedback. This is oriented towards somewhat new developers, so it has a lot more screenshots and graphics than my other tutorials. It covers the simple windows api window, though I will continue this series well into advanced topics as time goes on.


My main concern is, is it readable? Does it make sense? Did you learn anything? Could it be better?


Thanks in advance!



Several things to note:

  • I try to make use of "we" instead of "you" to make it sound less agressive and pushy
  • I'm planning on going through all the major win api stuff, including the new windows 7 pieces
  • I try to put the entire source at the top instead of the bottom, so the user doesn't have to dig for it

Doing a 24-hour gaming marathon.

27 June 2013 - 07:13 PM

So for the first time in well over a year I'm a free man all weekend long with no kids and wife in the house. Since I work 4 10s this also means I have a full 3 day weekend. Incidentally, I've grown increasing active in streaming my Dwarf Fortress hobby (yes I run stonesense in the stream so mortals can understand what i'm doing). So I decided a while back that this will be the weekend I attempt a 24-hour dwarf fortress gaming marathon on Twitch. Being the computer nerd/researcher I am, I decided to read around and realized there's actually some pretty serious health concerns involved with this. The biggest thing I've read is that I should take a 10 minute break every hour to keep my heart/veins from imploding. Is there any suggestions for food/snacks/drinks that will help reduce the chance of dying while doing this?


I originally planned on getting a few 5 hour energy drinks, but I think instead a 6-pack of Gatorade and water may be a better choice.




Direct2D Image Rendering

15 June 2013 - 02:13 PM

I've gotten a grasp on initializing and using Direct2D for the most part. But for some strange reason (perhaps due to lack of knowing what it's called to find it in the msdn documentation), I cannot for the life of me figure out how to render images simi-transparently. I can get PNG images to render with their alpha channels honored, but I need to also be able to fade in or out images as well. Also on a (hopefully) related topic, is there a simple way to render a specific image with additive blending?


For the record I render images using the DrawBitmap() method of an ID2D1HwndRenderTarget with an ID2D1Bitmap passed in. C++ is the language of course.

Comments on level design?

21 January 2013 - 11:07 PM

I am working on some areas for my game and wanted to get feedback on the general layout of things. It is a mix between an RPG and platformer. You can see an example of how the game plays here: 


And what I have so far of one of my areas is here:

http://img833.imageshack.us/img833/8852/startingarea.png (warning: large image!)


Please note that the background is white because in-game it renders the background (as per the video). Also note all in-game assets are NOT present in the image export because that layer also contains collision data and is very hard to see the actual layout if I show it as well -- this includes vertical platforms (as hinted by the rails), doors, enemies, flame pipes, item boxes, etc. And of course, the left part of the lower drop is not done yet.


I just want to know if the general flow of the areas makes sense or if I will cause too much confusion for the players. I want to lead them somewhat, but give them freedom without them feeling totally lost.


Any feedback would be greatly appreciated!

D3DXCreateTextureFromFileInMemory S_FAIL

20 January 2013 - 09:40 PM

Topic says it all. I'm attempting to create a texture from a file I already have stored in memory. Calling D3DXCreateTextureFromFileInMemory results in an S_FALSE result. Here's the relevant code:


void MapEditor::LoadTileset(const char* data, const UINT size) {
	if (d3dTexture != NULL) {
	if (HRESULT hr = D3DXCreateTextureFromFileInMemory(d3dDevice, (LPCVOID)data, size, &d3dTexture) != D3D_OK) {
		wxMessageBox( "Error loading tileset data!", "Error", wxOK | wxICON_ERROR );


I set a breakpoint and verified that size perfectly matches the size of the file in bytes, and that data points to a buffer that starts with the proper PNG header, so I'm guessing it's some other type of setup fail :-/ The image is exactly 256x256 pixels in size (power of two) and DOES have a transparency layer. I HAVE enabled D3DRS_ALPHABLENDENABLE as well. This is using DirectX9.


Any ideas on where to start?


Thanks a lot!