• 10
• 9
• 13
• 10
• 18
• Similar Content

• By BillyGD

Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
Planned Future Features Include:
-Take control of your own custom team in the single player campaign.
-Play in online leagues and tournaments against other players in the multiplayer mode.
-Fully customisable stadiums to make you stand out from the rest of the players.
-Improve your players stats and skills by playing matches and setting up training sessions.
Flick Football 3D is available for Windows, Mac and Browser.
Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
• By drcrack

It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

This time with no grinding and no pay to win features.

We're still looking for:
1) 3D Character Artist
2) 3D Environment Artist
3) Animator
4) Sound Designer
5) VFX Artist

Discord https://discord.gg/zXpY29V or drcrack#4575

• Hi everyone! I'm currently working on a series of books about 2D Shader Development.

The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

I'd love to hear your opinions on the idea and if you get the book let me know what you think.

By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

Hope you like it!

• While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend....

• I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
- Does Unity support such plugins / assets that will fulfill all my above requirements?
- Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
- What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
- How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
- Any assets I could use (for free to try basis in debug) that are relevant for my game?
- Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.

Unity Windows Dialog Background Color

This topic is 1197 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

Recommended Posts

I recently downloaded the Visual Studio 2013 Community Edition after years of using Express editions.  This means I can finally use the built-in resource editor again for things like Icons and Dialog Boxes!

Which is awesome, but now I'm trying to do it and I'm struggling to just set the background color of the dialog box.  I created it, I set "Use MFC" to False, and I assigned the same Class Name that I set in my WNDCLASS structure (that I then pass to RegisterClassW).  This has the desired effect of using the icon I wanted for the dialog!  But no matter what I try, I can't get the thing to draw with a default background color.  It's always white.  From everything I've read, I should just have to set "wc.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);"

But it doesn't work.  Nothing I set in wc.hbrBackground seems to have any effect.  The only thing that does anything is when I override WM_ERASEBKGND and do a FillRect with a brush from GetSysColorBrush, but I don't want to really do all that.  I want to just get the default erase mechanism to paint my window the default gray color of a regular dialog window.

What am I missing...?

Share on other sites
Try creating your own brush, or using COLOR_BTNFACE?

Share on other sites

Nothing man.  Nothing I do to hbrBackground seems to have any effect.

Share on other sites

Do you have a dialog or a window? AFAIR the background brush works for windows, dialogs do their own painting.

Share on other sites

Huh.  Well, it is a dialog, so that explains why hbrBackground doesn't do anything.  On that page for WM_CTLCOLORDLG it says:

"By default, the DefWindowProc function selects the default system colors for the dialog box."

Which is exactly what I want!  My current DlgProc is like this:

LRESULT CALLBACK WindowClass::DlgProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_INITDIALOG:
break;

case WM_CLOSE:
DestroyWindow(hwnd);
break;

case WM_DESTROY:
PostQuitMessage(0);
break;
}

return FALSE;
}


and I create the (unicode) dialog with one of these:

ZeroMemory(&wc, sizeof(wc));
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.cbWndExtra = DLGWINDOWEXTRA;
wc.lpfnWndProc = DefDlgProcW;
wc.lpszClassName = L"WindowClassName";


if(!RegisterClassW(&wc))
return 0;

HWND hWndApp = CreateDialogParamW(NULL, MAKEINTRESOURCE(IDD_APP), NULL, (DLGPROC)MessageRouter, reinterpret_cast<LPARAM>(this));

Share on other sites
The default system color is usually white. Just because most dialogs you see use the BTNFACE brush doesn't mean it's actually the default ;-) This is a throwback to 16-bit Windows IIRC.

Share on other sites

Okay, but then how do I get it to draw a "default" gray background?  Handling the WM_ERASEBKGND and WM_CTLCOLORDLG messages doesn't seem to do anything...

Share on other sites
Works fine for me. Can you post the actual, complete code you're using that reproduces this behavior?

Share on other sites

I don't know about the rest of the code, but the DlgProc in what you posted above seems wrong.

http://msdn.microsoft.com/en-us/library/windows/desktop/ms645469(v=vs.85).aspx

Return value

...

Typically, the dialog box procedure should return TRUE if it processed the message, and FALSE if it did not. If the dialog box procedure returns FALSE, the dialog manager performs the default dialog operation in response to the message.

You seem to always return FALSE, which doesn't look good to me.