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      Hi, I'm new in this forum. It is honorable to see such communities exist. I would like to share my new game. I did for android with unity. I know the game is a little awkward , but you have to know that this game is from the time when Unity's name is Unity3D  I have made my first game when I was 12. Now I am 22.  I have taken a lot of experience in this process and I can make better games nowadays. I have published this game nowadays but actually this game is very old but also it is very special for me :))
      I have just wanted to retouch and share this game, because it has a very important place for me.
       
      DESCRIPTION FROM GOOGLE PLAY STORE

      It's a special free 3D horror adventure action game for the halloween. Fun with scary sound effects and musics, 3D realistic graphics, you will feel the horror in the deep of your heart. Use your reflex. Totally free adventure. Totally scary horror game. 

      Tamarra, she is a beast from our world. She needs to consume souls from innocent people to stay alive. Story begins, the old Elaris tribe had lost their everything because of this beast who lived in the well. Araknas was the most powerful warrior of the tribe. One day, Araknas's mother was killed by the servant beasts of Tamarra. That's how Araknas's journey to the well begins. Tamara's well is guarded by horrible beasts. Araknas has to pass all servant beasts until he reaches Tamarra.

      Even death at the end is worth the revenge. 
      Are you brave enough to jump into Tamarra's well?

      Survive from witch attacks, clown attacks and many scary creature.

      - Realistic 3D graphics.
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      - Best experience with headphones.
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      - The witches do not like help, but they love blood stone. Witch store where you can develop your abilities and get new abilities.
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      *We do not recommend this game to people with clown phobia, spider phobia, or panic attacks.*

      **!!!**Note : This game is an early-access game, we are upgrading new features every day, new beasts, new improvements, as an example online 1vs1 fall on the list, so stay on connect and follow Halloween : Horror Well on Google Play.**!!!**

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Unity Back/Front faces glitch with 3DS Loader

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I'm trying to compile libpng. But it won't work properly. With the included Makefile & the GNU Compiler /w wxDev-Cpp, all I get is make errors. When I use a Makefile generated by wxDev-Cpp, it compiles, but when I just link against the built library, in the console that shouldn't be there in my 3D app,(which was there before) libpng does some test by reading a png file, then writing it out to another file, then libpng forces the program to exit, certainly not what I want. What do I need to change in the generated Makefile to fix this? Are there any pre-compiled libpng builds, for Windows? How is libpng doing this anyway?(Executing code, when I didn't even use it, just linked against it.) Click here for the 3D problem. [Edited by - yellowstar on July 9, 2008 1:41:14 PM]

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Now zlib is acting up... It's basicly doing about the same thing as libpng, except now that I get got the console removed, it doesn't say what went wrong. Previously it would do some test, now zlib forces my program to quit when I'm just linking against it, for some reason. And the statically linked libz isn't included in that Win32 download... I'll try it anyway.

EDIT:
That pre-compiled libpng/libz for Win32 worked! At least it didn't force my program to quit anyway.

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I'm trying to use my code with PNGU. It's made for Nintendo Wii/Gamecube homebrew, but it compiles after fixing some things. For some reason, all I get is a black texture. My .png doesn't have an alpha channel, I don't think. And PNGU doesn't handle RGB directly, it still uses alpha, it just uses a default alpha value. Could somebody post an example on using libpng?(The Wii version of this code works fine, textures-wise.)


unsigned char *LoadTexture(char *filename, GXTexObj *texObj)
{
int texsize;
int width, height;
unsigned char *texture_data = NULL;
char str[256];
char Str[256];
memset(str, 0, 256);
sprintf(str, "%s", filename);
IMGCTX pngContext;
PNGUPROP imgProp;
memset(&pngContext, 0, sizeof(IMGCTX));
memset(&imgProp,0 ,sizeof(PNGUPROP));

if(!(pngContext = PNGU_SelectImageFromDevice(str)))
{
sprintf(Str, "Failed to open texture %s!",str);;
//MessageBox(NULL,Str, "ERROR",MB_ICONEXCLAMATION);
return NULL;
}

PNGU_GetImageProperties(pngContext, &imgProp);
width = (int)imgProp.imgWidth;
height = (int)imgProp.imgHeight;
if(width<=0 || height<=0)return NULL;

texsize = (width * height) * 4;
texture_data = (unsigned char*)malloc((size_t)texsize);
if(texture_data==NULL)return NULL;
memset(texture_data, 0, texsize);

PNGU_DecodeToRGBA8(pngContext, (PNGU_u32)width, (PNGU_u32)height, texture_data, 0, 255);
PNGU_ReleaseImageContext (pngContext);

glGenTextures(1, (GLuint*)texObj);
glBindTexture(GL_TEXTURE_2D, *texObj);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering

return texture_data;
}






EDIT:
I tried a .png with an alpha channel, with the same result.

[Edited by - yellowstar on July 8, 2008 10:39:25 PM]

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Now that I disable the color gl commands when there's a texture, it works better. The texture shows up at least now. It's worse than the Wii version... But anyway, here's the new problem.(Note that topic is for this problem, for the Wii version, but the same glitch is on this PC version too.)

MOD: Move this topic to the Graphics Programming and Theory section.

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