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Jan2go

Member Since 14 Dec 2013
Offline Last Active Today, 10:34 AM

#5192929 Error while using sublime text 2 (only!)

Posted by Jan2go on 14 November 2014 - 07:13 PM

it works when i use sublimerepl but it didn't print line 3 and 4


Now that you mention it, I think I didn't see the "Welcome to Hangman" text. But as far as I remember line 4 was visible. Can't check it right now though as I don't have Python on this computer.
 

and i should everytime to run my script Tools>sublimerepl>python !???


You can also start it from the Command Palette. SublimeREPL also seems to have some shortcuts, perhaps some of them can be useful for your, even though I can't see a Run shortcut in the documentation.




#5192864 Error while using sublime text 2 (only!)

Posted by Jan2go on 14 November 2014 - 12:12 PM

I don't know how Package Control works with Sublime 2 as I'm only using Sublime 3, but I guess they behave quite similar. In ST3 you open the Command Palette (Ctrl+Shift+P), select Package Control: Install Package and then type the name (or a part of the name) of the package you want to install. You don't need to download or unzip anything by yourself.
Looking at your screenshot it looks like you messed up the installation of Package Control itself. You can either install it using a script that you run from the Sublime Command Line or by downloading (but not unzipping!) the .sublime-package file. You might want to check out the installation instructions to set it up correctly.




#5192846 Error while using sublime text 2 (only!)

Posted by Jan2go on 14 November 2014 - 08:48 AM

It seems like Sublime's console does not allow input for scripts. You can install SublimeREPL and run your script from Tools -> SublimeREPL -> Python -> Python - RUN current file.

Then it will crash at line 8 because it can't find startgame(). smile.png




#5191813 3D modeling save files confusion

Posted by Jan2go on 08 November 2014 - 12:49 PM

You can export your files as DAE or OBJ. Those are quite common formats that are supported by a lot of tools.
FBX is a propietary format by Autodesk which can also be used for Max, Maya and some other tools.


#5191413 Why don't you use GCC on windows?

Posted by Jan2go on 05 November 2014 - 03:17 PM

On my machine MinGW is notably slower than MSVC for larger projects. While this might not necessary be the case for every project or computer it's still something that can get slightly annoying during development.
Most of the time I simply work with Visual Studio and check my code with MinGW before commiting to see if there are any errors/warnings that MSVC didn't show (and to reduce the chance of breaking the GCC compatibility of my code).


#5184908 Is 3D game development easier with an engine?

Posted by Jan2go on 04 October 2014 - 02:27 AM

As Hodgman said, making development easier is the reason why they exist.

Off the top of my head I can only think of a few reason why one would build their own engine, e.g. to learn how they work internally or because you need some super special features that you cannot get from an existing engine. Or, obiviously, if you're getting paid for it. biggrin.png




#5184861 What version of MonoGame should I use ?

Posted by Jan2go on 03 October 2014 - 06:05 PM

A quick Google search came up with OpenGL 1.4 being the latest that is supported by your hardware. As MonoGame 3 uses OpenGL 2 this explains why it doesn't work for you. The older 2.5.1 release might indeed work better for as it supports OpenGL 1.1.




#5184742 Help! I cannot run makefiles with commands D:!

Posted by Jan2go on 03 October 2014 - 04:17 AM

Strange. On my machine it compiles without any problems. What distribution of MinGW do you use? The "/usr/bin/sh" part looks like Cygwin to me. If it is I can't really help you as I never used it before.




#5184658 Help! I cannot run makefiles with commands D:!

Posted by Jan2go on 02 October 2014 - 04:41 PM

You need to run make (or mingw32-make as it is called in the MinGW destribution I use) in the directory that contains the Makefile. In this case this would be the "lua-5.2.3" folder (for some reason you have 2 or these, there should be only one after unzipping the archive).

 

btw: make mingw tells make to build a target called "mingw" so that's not going to work. ;) Lua actually has a "mingw" target, so forget about this line.




#5177282 glut glew freeglut, what is diffrence?

Posted by Jan2go on 31 August 2014 - 03:50 PM

now i read some articles that i have to add glew_static but i dont know what it is. can you please help me.


It's GLEW_STATIC (case is important) and you need to add it to your preprocessor definitins (Project Properties -> C/C++ -> Preprocessor -> Preprocessor Definitions), but only if you are linking against the static version of GLEW (i.e. one the glew32s.lib files).
 

what does it mean that to use which library? i pasted the library to programefiles86/ microsftsdks/windows/7.0/lib and include  
are there diffrent kind of files there with same name?


That directory is for Microsoft's Windows SDK. You don't want to put your files in there. You can place them wherever you want, but don't put them into into the folder of another SDK. You could for example create a dedicated SDK directory next to the projects folder you mentioned earlier. Then you add the directory where you placed your SDK to the linker directories (Project Properties -> Linker -> General -> Additional Library Directories) and the libary's name to the dependency list ((Project Properties -> Linker -> Input -> Additional Dependencies).


#5177170 glut glew freeglut, what is diffrence?

Posted by Jan2go on 31 August 2014 - 03:42 AM

FreeGLUT is an open-source alternative to GLUT. As the latest version of GLUT was released in 1998 you should probably use FreeGLUT if you decide to use one of them. They provide functionality for window creation, input handling an some other things
GLEW on the other hand has a different functionality. It loads the function pointers that you need to write modern OpenGL code.
You should be able to use GLEW with FreeGLUT but you cannot use GLUT and FreeGLUT at the same time.

For more detailed information you should check the documentations of FreeGLUT and GLEW.


#5175508 Efficient way to read .obj files in Visual Studio 2013

Posted by Jan2go on 22 August 2014 - 10:34 AM



What are those "libraries"? Where do I find them? And most important can I use them for my own purposes?

 

As no one aswered to this part yet, I guess I'll have to do it. :D

 

Of course there are libraries available allow you to load OBJs (and lots of other formats as well). Assimp and the FBX SDK just to name a few.

You still have to create your buffers but these libraries allow you to easily access the vertex data.




#5170376 Make file unreadable by an external program

Posted by Jan2go on 30 July 2014 - 10:24 AM

As soon, as the game has loaded, literally all I need to do is Alt-Tab out to Pix/gDebugger/ApiTrace/... select the texture and click "Save As...".

I'm did not understand this line, could you tell me more about it please ? If you agree ^^


Tools like Pix (for DirectX) or gDEBugger/CodeXL (for OpenGL) are used for graphics debugging. Among others things, they can show you all textures that are loaded by the program that you are debugging.
jcuz8u63.jpg
Even if these tools may not necessarily provide an export functionality, it's still not that hard to save your textures.


#5170083 I'm A Programmer, Not An Artist

Posted by Jan2go on 29 July 2014 - 09:45 AM

You can always use placeholders while developing. For 2D you could draw stuff on paper and scan it in order to use it for your prototypes. For 3D you can stick with very basic meshes like boxes and capsules.
Once your game has reached a state where you can show something interesting you can still look for an artist to help you out with the graphics (e.g. at the Classifieds).


#5169769 Make file unreadable by an external program

Posted by Jan2go on 28 July 2014 - 08:44 AM

XNBs are simply files that are generated by the XNA Content Pipeline. They are not encrypted in any way, you can write yourself a viewer without much trouble using XNA or Monogame.

The easiest way that I can think of to "protect" your assets would be to store them in one or multiple archive (7z, zip, ...) and use a custom extension. Then, you change the the archive header so that the files cannot be opened without knowing how to reconstruct the original header.

Somehow I wonder what kind of assets you have that no one must be able to see them. biggrin.png




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