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Member Since 31 Mar 2013
Offline Last Active Today, 05:52 PM

#5179718 And this is why you don't change names to lowercase

Posted by dsm1891 on 11 September 2014 - 04:46 PM

http://izismile.com/2009/11/05/30_most_unfortunate_websites_domain_names_24_pics.html made me chuckle, I was trying to find a site I found a while ago, but this will do

#5177623 Calling all Artists (Good or Bad)

Posted by dsm1891 on 02 September 2014 - 03:11 AM

one can not simple question art

#5177522 Did I begin learning late?

Posted by dsm1891 on 01 September 2014 - 04:25 PM

I'm 15 Years Old 

Do I begin learning python late?


If 15 is too late to learn programming god help me!


In the UK programming has only just been introduced into the schools curriculum (although to what extent I am unsure). This means that most of the people in the UK where not professionally taught programming until after the age of 16*. Learning is a continuous progress I doubt you will find anybody who has learnt every nook and cranny of a particular language. Sure the sooner you start the better but that said imo, 15 is a good young age to start. In fact if you decide to go to university, you will find you started before most people there.


Just keep at it and no doubt you will surpass the person who said you didn't know anything.

#5177065 Calling all Artists (Good or Bad)

Posted by dsm1891 on 30 August 2014 - 09:55 AM

I has drawing skills:


#5176500 Welcome your new Visual Arts forum moderator

Posted by dsm1891 on 27 August 2014 - 01:48 PM


#5176492 Welcome your new Visual Arts forum moderator

Posted by dsm1891 on 27 August 2014 - 01:27 PM

Now you need to come up with a 'catchy tag line' for when you lock a thread :P

#5174581 TBSRPG

Posted by dsm1891 on 18 August 2014 - 05:24 PM

im guessing this is section of you're GDD(design document)?


if it is, I would advise you to put the design as simple as possible, with as many words as possible (describing everything), remember, someone from outside should be able to read your GDD and visualise your game. I found it hard to follow what you where trying to describe.

Also I also like to categorise everything, so each detail of the game has it's own segment, this is useful if somebody doesn't know every single aspect about your game like you do. 



For example you say:

If you roll 5....

I would say:

If you roll number 5 on a 6 sided dice (ranging from 1-6) [see dice]



The game will use 3 sets of dice, one of the die will have 6 sides ranging from 1-6 shaped like a cube, one die will have 4 sides, the different sides will have blue,red,yellow and  green and the last die blah blah blah blah

(and I would go into even more detail, but it was just an example :) )


hope this helps

#5174167 How do I achieve these type of Graphics?

Posted by dsm1891 on 16 August 2014 - 05:14 PM

I could be wrong, but I seem to remember this exact thread a few months ago? 





I have found the original thread, although it is slightly different, but answers may be  useful:



Also, the same poster of that thread made some attempts at replicating the art, and there are some good tips on that thread


#5174153 Text being rendered upside down

Posted by dsm1891 on 16 August 2014 - 03:51 PM

ǝɯ oʇ ןɐɯɹou sʞooן





(sorry couldn't resist)


I had a similar problem once, turns out my vertices where in the wrong order resulting in the image being drawn flipped.

#5173598 Is it possible that I just simply lack the required intelligence?

Posted by dsm1891 on 14 August 2014 - 08:25 AM

My personal opinion that it doesn't matter how smart you are to learn something, only that it will affect how long it will take you to learn. If you ask any programmer, they will tell you about a 'click' when they understood how the code was interacting with it self. For some it takes a week, some a month... I have just finished a computing degree, and at the end of the 3rd years some people still didn't understand basic coding principles.


There are different ways of learning too, some find books easy to learn from, others prefer to do it them selves (trial and error) and others need a 1 on 1 teaching. maybe try switching your learning methodology if reading books isn't for you. There is a plethora of videos on the internet, The New Boston being a fantastic one for beginners such as yourself (although he is hated by some on the internet, as he tends to teach bad habbits).


Good luck!

#5172134 Battleship in java

Posted by dsm1891 on 07 August 2014 - 03:12 PM

I believe this post should be in the coding horror forum...

Oh the horror of such a long method.


Your code is horribly hard to read, maybe split it up into methods to make things easier for us? wacko.png

#5172033 A Game Engine Question (UDK, Torque, Unity)

Posted by dsm1891 on 07 August 2014 - 06:23 AM

Torque, torque...

This is me :cool: , this is me burning torque with a flame thrower :cool: < Torque3d .


I have had ample experience with torque and have come to the conclusion, you should only use the engine if you want to make a FPS.


Torque 3D has a community and third party art assets that are really good.  The effects offered for Torque are dazzling like you typically see these days. 


True torque do have a community. HOWEVER trying to get support for your specific version of torque is a mine field. There are lots of forum threads on how to do things, which is great.... unless you are using an up to date version of torque (some forum threads on their website date back since 2008 and less). Because torque changes a lot in, various different ways, with each version they help you will find will most likely be out dated or impossible to implement.


And yes, you can easily make a game which looks like a AAA game with relative amount of ease. In fact a couple of years ago I saw someone's game level which was on par with Far Cry 3 (They are partnered with Garage Games). The effects where stunning, and it did look good. . . . . Until you moved, the level ran between 4 and 12 frames per second on mid range machines (i5 6GB ram 2GB graphics card (unsure of the specific specs)). Adding any medium-high poly model to the level kills frame rate, and lighting/water effects only makes it worse.



At the end of the day my opinion of torque is that it is a poorly optimised engine and often a hard to use one. My advice would be to stay away. Please. It's not worth it.


p.s. it may be of your interest to know only 2(ish) games of the 7 year lifespan of the engine have been published (one was frozen synapse)

#5171169 Got offer to create music for my game, how to respond?

Posted by dsm1891 on 02 August 2014 - 02:14 PM

Are you planning for a full retail release of your game?

  • He/she keeps a copyright on all created music and sound
  • I do not pay upfront, but he/she gains royalties from sold copies of game (amount not stated)


The points above are red flags for publishers when reviewing your application. You may dismiss this because you think you don't need nor want a publisher, but even so not owning the assets in your game may come back to bite you in the future if you decide to go that way.


If I was you, I would try and negotiate a price for (and for you to own the rights to) the sound assets

#5168374 Lighting and Sprites

Posted by dsm1891 on 22 July 2014 - 08:10 AM



I currently have a 2d engine, and I wanted to add lighting to it. I am not well versed in graphical programming (hence posting it in beginners). After following a few tutorials online I have managed to implement lights into my engine (kinda) that being I can draw a 2D plane (which I manually input the vertices)  with the lighting effects.





However, when ever I draw a sprite (see code below). The lighting effect is not present, it is the original image. I think, although I am unsure, this may have to do something with LPD3DXSPRITE (what I am using as the actual sprite) I suspect this does not have any vertices hence no normal that are required for the light effect to be shown. Is this correct?


If it is correct how would I go about correcting this? Would I have to create vertices for each sprite image and add a texture to it? If this is the case I would appreciate some guidance on how to do this. If it is not correct, what is my problem, I have been scratching my head for a while now :/ 



Sprite drawing:

void Graphics::drawSpriteWithOffset(const SpriteData &spriteData, 
int x, int y, COLOR_ARGB colour)


	D3DXMATRIX matrix;
	D3DXMatrixTransformation2D(&matrix, NULL, 0.0f, &scaling, &spriteCenter, (float) (spriteData.angle), &translate);


Creating the Light:

void Graphics::init_light(void)
    D3DLIGHT9 light;    // create the light struct
    D3DMATERIAL9 material;    // create the material struct

    ZeroMemory(&light, sizeof(light));    // clear out the light struct for use
    light.Type = D3DLIGHT_DIRECTIONAL;    // make the light type 'directional light'
    light.Diffuse = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);    // set the light's color
    light.Direction = D3DXVECTOR3(-1.0f, 0.0f, 1.0f);

    device3d->SetLight(0, &light);    // send the light struct properties to light #0
    device3d->LightEnable(0, TRUE);    // turn on light #0

    ZeroMemory(&material, sizeof(D3DMATERIAL9));    // clear out the struct for use
    material.Diffuse = D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f);    // set diffuse color to white
    material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);    // set ambient color to white

    device3d->SetMaterial(&material);    // set the globably-used material to &material

Any help is appreciated, smile.png

#5128398 Android adb can't 'see' my device

Posted by dsm1891 on 03 February 2014 - 06:14 AM

Are you sure you've installed the correct USB debugging driver? 

yup :(