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MrDaaark

Member Since 01 Aug 2001
Offline Last Active May 16 2013 07:14 AM

#4800837 First Person Fighting game

Posted by MrDaaark on 20 April 2011 - 10:52 AM

Mirror's Edge.


#4800330 Thumbs up, bro!

Posted by MrDaaark on 19 April 2011 - 06:48 AM

Kev, I think the problem with the news feed style is just that there is an information overload. Handpicking the relevant stories is much better than then throwing a torrent of all possible stories from all possible sources our way. Reminds me of the feed at OpenGL.org, where I'd visit and there would be 3 news stories about kids making their first GL based chess games, or something similar. Who cares? We don't need a fatal info overdose all the time.

The section also looks a bit ugly, because it seems to have been added in while ignoring the existing scheme on the site. I've made many comments about the color clashes and such in various threads already. But in this case, everything on the site is flat, and then you have these 2 buttons here with gradients on them. They should be flat shaded, and use the existing scheme colors. It would look much better using the existing thumbs up button from the threads, and putting on the bottom line with the comments.


#4799829 User Interface with OpenGL?

Posted by MrDaaark on 18 April 2011 - 04:38 AM

Well for one, it's not an OpenGL topic. All OpenGL does is take vertices to render from you and set render states. Everything else has nothing to do with OpenGL. You will have to set up your own GUI, and when you want to draw something, send OpenGL the relevant data to draw.

You could look up an existing OpenGL GUI library to save yourself some time.





#4799741 What is the best games making program

Posted by MrDaaark on 17 April 2011 - 09:42 PM

I will just get angry and beat the living shit into my PC.

Really? You're going to take off the top of your case and shit into your PC? "Damn you Game Maker! You will rue the day you ever failed to load my game!"


Have you read all the documentation to make sure that you are doing everything correctly?









#4799702 Thumbs up, bro!

Posted by MrDaaark on 17 April 2011 - 08:02 PM


Find my content is fixed

:):D


This is how it always is.

Userbase: We've found this bug, and it's a real easy fix. You're method seems correct, but it seems like only 1 line of code would fix it.

Dev: It's not that easy! It's never that easy! blah blah blah it'll be awhile. I'll evaluate it for the next release cycle.

Userbase: But..

Dev: Not buts.. stupid users. I SAID I'LL EVALUATE THAT FIX FOR THE NEXT RELEASE CYCLE. UNTIL THEN LUMP IT. IF YOUR DATA IS CORRUPTING ON SAVE, JUST DON'T SAVE YOUR DATA! HEY- WE'LL MARK THIS ISSUE AS CLOSED, SINCE NOT SAVING YOUR DATA IS A VALID WORKAROUND!

Userbase: Let's burn this place to the ground!

Dev: *changes one line of code, hits F5, and posts fixed binary*

If only the GIMP userbase would do the same. :P


#4799219 Thumbs up, bro!

Posted by MrDaaark on 16 April 2011 - 01:11 PM


You can also use "My Content" in your profile dropdown when you log in to see all the threads you have participated in.

Read the bug tracker lately? As in, ever? That feature is bugged and has been since at least January 12th. See above post.

More like read this THREAD lately. I already pointed out the bugs with it right here.
The answers in this thread are like being told to hop on one foot, after buying a pair of shoes and only getting one in the box. Posted Image

At "some point" the ability to see how a post was rated was removed; so now we are back to basically the old system, but with a bunch of people with a large amount of rep and some with smaller for no other reason than their data happened to come across better from the old site and once again the ability to see what posts caused the problem and what post aren't worth paying attention to is gone.

Yep. Makes it worthless to rate down some bad programming advice in a thread so the OP can see not to follow it.




#4798752 Thumbs up, bro!

Posted by MrDaaark on 15 April 2011 - 06:42 AM

Case in point: the user content bug.

Yep. It was mostly fixed, now it's full of missing or out of order entries again.

I think GDNet is defective by design at this point. Why write news when you can trash up the place with link spam? Why have articles when the stooges at intel and autodesk are happy to post puff pieces and 'reviews' that are written like sales pitches.

What good is a 'review' of a 3D modeling package by a someone who writes all the books for that software, and only lists the new features instead of objectively listing the pros and cons of that year's release? They've had many mis-steps and some off years. The user base has complained about many things that have been degraded or broken and go years without being fixed. But never any mention of that in these 'reviews'.

What is this supposed to be?
http://www.gamedev.n...r-creativ-r2786

It's written like a sales pitch, and Pete Falco, the author works on the photoshop team.

That stuff would be fine if it were mixed in. I have no problem with it existing here. But that's all there is anymore. The only real content in recent years has been the dev journals, which was basically users paying you to populate generate your content.

It's insulting at times that you think your audience is not going to notice this. GDNet is now just a big advertisement posing as the old GDNet. A lot of the most interesting people in the GD community don't even bother coming here anymore for these reasons. I know because a lot of them told me as much when I said something about GD net on twitter the other day. 'What's up? I haven't bothered to go there in years!"

We all want the site to make financial sense for the staff and be profitable. But the direction the site has been going has led only to irrelevance and alienation. I'm sure there is a proper balance between serving the game development userbase and your advertising commitments at the same time. Does this site actually want to be a useful game development hub, or do you just want to rack up ad views from every mmo noob who types game developement into google and clicks on your link?


#4798229 Thumbs up, bro!

Posted by MrDaaark on 13 April 2011 - 07:56 PM

The front page is too much for me these days anyhow.

Yep. Front page looks completely ridiculous. Especially at sub 1024 window widths. It all stacks vertically like a tower of fail.


This site is starting to remind me of one of those sites that pops up when you mistype an URL like (off the top of my head) www.FixMyCar.com.


#4797050 Open Source Maps?

Posted by MrDaaark on 11 April 2011 - 05:21 AM

I need a game map for a little FPS tech demo I'm writing and was wondering if there are any websites that have a database of free community created maps?

There is a list here of OSS Quake 3 derived games. You can start there.


http://en.wikipedia.org/wiki/Id_Tech_3#Projects_based_on_the_GPL_source_release


#4795470 iPad2

Posted by MrDaaark on 07 April 2011 - 05:36 AM

I would love to develop IPad games. I was looking into the IPad 2 tonight, had the money in my hand to buy one on the spot, but Apple has made the whole thing too troublesome.

You need to own a Mac. I'd have no problem with that if the products weren't insanely overpriced. Looking through the available options shows me that machines that cost double what I paid for a higher end rig still only have 1/4th and 1/3rd of the specs. That's a very steep price to pay for someone who only wants one to type code and hit the compile button. There's no reason why I shouldn't be able to compile an app on my Windows 7 machine, and the Mac platform has nothing else to offer me to make owning one worthwhile.

Beyond making my own games, I have no reason to own an IPad. It pales in comparison to a 200 dollar netbook . For the price of an IPad, you can get a fairly decent laptop too. I've known a few people who own them and they can't even seem to justify their purchase of the thing. It just seemed like the next 'thing to buy'. I'm sure it's a great device for those whose usage scenarios will allow them to get the most out of it. But the IPad isn't useful for the things I do with a computer.

I'm also not a fan of the developer fee just to tinker around with my own hardware. I think the fee should be paid to submit an app for review and sale. But this is more of a nitpick than a real issue.

But all together, for me, it's just not a wise investment. Like flushing several thousand dollars down the toilet. It makes much more sense to someone who has already invested in the Mac platform, but to an outsider, the barrier to entry is too high.


#4794319 books about programming movement in games?

Posted by MrDaaark on 04 April 2011 - 12:46 PM

http://troygilbert.com/2006/10/the-movement-and-attack-mechanics-of-the-legend-of-zelda/


#4792467 Why do people still make pixelated graphics?

Posted by MrDaaark on 31 March 2011 - 12:00 AM

1. I suck at making graphics. If I have a small palette of colors and a small canvas. I can make some good pieces of work.


#1 is actually a misconception too many people have. There is a big difference between shitty graphics and retro graphics. Retro graphics were still created with traditional art skills. No amount of color or resolution limiting is going to make bad art look good. A big part of making good low res graphics is using proper art knowledge and experience to overcome the limitations.




#4791546 Random source code from the web. Who gets the cred?

Posted by MrDaaark on 28 March 2011 - 06:22 PM

@frob, my post was not meant as legal advice.

Taking either without permission is not proper.

Legally you must get permission. For furniture on the curb that means verifying with the owner that they are actually giving it away and weren't moving it to the curb in preparation for loading onto a truck. For software that permission is either a license or rights assignment.

Maybe where you live.

But here abandoning stuff at the curb is giving it up. Anyone can come along and take it. And people will put stuff like TVs and furniture out a bit early sometimes so that people can scavenge it before the garbage collection comes. People also legally hop into their pick up-trucks on garbage night and drive around scavenging anything they can find of value.

I've posted code on forums many times, to help many different people. I assume that people are going to take that code and do what they please with it. Actually, I hope people are going to do that, or why bother posting it?





#4788628 is C# difficult to learn?

Posted by MrDaaark on 21 March 2011 - 07:22 AM

Greets.

Would read about your opinions about the learning curve of C#.
How much time does it take to get from beginner to 2d platformer game creating level?
Currently I finished a simple "hangman" program, so I am a beginner and noticed that C# is not the easiest language, in comparision with Python.
Is C# really much more difficult to learn than for example Python? Or in general C# is considered an easy syntaxed language?
How difficult to use XNA in C#?
Is there a good site for an easy way of learning C#?

Sorry for not perfect English. Thanx for your answers. Have fun!



C# is a very easy to use language. Learning to program in general can be difficult. It takes lots of time and practice before you full understand the concepts. It will get even harder and take even longer if you keep trying to jump ahead without learning everything properly.

1) Read the the C# Programming Guide and C# tutorials on the MSDN site.
2) Once you know enough, start reading about XNA Game Studio and how it works.
3) There is a platform game starter kit that comes with XNA Game Studio that you can learn from, or use as the basis of your game. But if you jump into it too early, you'll just get confused and stuck.


#4787871 100 billion polygons realtime?

Posted by MrDaaark on 19 March 2011 - 04:13 AM

And yet that video doesn't look any better than games I already play on my PS3 and XBox360.

You only ever need enough polygons to properly define the silhouette of whatever object is being modeled.

LOD is best used on distant objects, and when done right it blends seamlessly.

Impostor rendering is highly effective, and is also undetectable when done right.I play a game that has ~1000 zombies on screen all the time, and I can't even tell where the real ends and the impostors begin.

As game rendering gets to be more and more like real photography, the backgrounds get washed out and out of focus anyways. It's called depth of field.

Polygon count hasn't been an issue in ages. It's all about optimizing shader performance now. And when the final image is up, the problems are accurate material representation, and natural motion. This is even a problem in high end CGI films. Very bad shoulder movements. Bad hair. And everything moves very puppet like, even with motion capture.

As for your 'HOW'. The scene is segmented. 100 billion is the scene total. Not the rendered total. MOST of that data won't get touched over the course of many frames. And when stuff does need to be updated, it's quick enough to page stuff in and out over the BUS. Carmack has said you can do mega texture paging on as little as 16mb.




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