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About thelovegoose

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  1. My game has no 'spark'.

    Chess springs to mind - think about how you might thwart your opponent's attack (and possibly counter attack) in chess... Make moves that attack two pieces at once, lure the heroes into where you want them, sacrifice pieces for the greater good, try to control the centre...
  2. Naming your game?

    Sum up your gameplay in one or two sentences please and I might be able to help
  3. Team of leaders

    If a game development team is going to succeed it needs to be filled (mostly) with driven, highly skilled, versatile leaders. To the key people behind waning projects : Are you dead set on completing this game? What if it takes years, and doesn't sell - will you still feel like pursuing your game dev career? Whats far more important is getting a team together than any individual game or engine. I'm not meaning to be disrespectful, but too many people are preoccupied with the actual game they are working on rather than the team. If more of the very best people cared less about their affinity with a particular game, then they can start working together on something that is going to succeed. But I've put all this effort in I hear you cry - its not wasted, its vital experience - of the required technology, methodology, managing a project and the tough road that is indie game development. You could do with a fresh start, take the weight off your shoulders, team up with others like yourself that are driven, dedicated, skilled, enthusiastic, fun to work with. [PROJECT LINK REMOVED] Think about it. [Edited by - jbadams on August 5, 2010 9:49:51 PM]
  4. [SOLVED] Blending between pixels of texture

    Excellent that worked, thanks a lot.
  5. Is there any way to control how hlsl tex2d returns the colour from a texture where the coordinate is between two pixels of the texture? I have a simple texture with discrete blocks of colour: When I try to apply it to a mesh through a pixel shader using tex2D the colours are blended where two different blocks of colours meet in the texture: Is there any way to control this? I'd like to be able to have discrete blocks of colour when applied to the mesh, as it is going to be used as a coverage map where its vital that there is no blending. [Edited by - thelovegoose on February 6, 2010 6:52:57 AM]
  6. Signup to gmail Go to the documents section Create a new document Share with other team members Add content Generate contents Export as HTML Put it somewhere eg: Petwars design doc Benefits are: Rapid development Instant team access to changes Access anywhere you have the internet Easy Hyperlinks Easy export as html Simple image import Version history Managed through a browser
  7. Luabind & stl

    Ugh - please ignore I was returning a std::list from getPath - what a gigantic waste of time!
  8. Luabind & stl

    Hello, Having looked at several different ways of achieving what I want, the standout option by far (provided I can get this to work) is to be able to use at least push_back, push_front, pop_back, pop_front, back, front and at where applicable from the stl containers in LUA. I don't particularly need iterators as I can get by with the above functions. Push & pop are simple enough to expose and use, but I'm struggling with back. Heres my code to expose vector<T>::back : luabind::module(mLuaState) [ luabind::class_<std::vector<Gaia::Vector2>>("V2vector") .def(luabind::constructor<>()) .def("push_back",&std::vector<Gaia::Vector2>::push_back) .def("back",(Gaia::Vector2&(std::vector<Gaia::Vector2>::*)(void))&std::vector<Gaia::Vector2>::back, luabind::dependency(luabind::result, _1)) ]; luabind::module(mLuaState) [ luabind::class_<Gaia::Vector2>("Vector2") .def(luabind::constructor<>()) .def_readwrite("x", &Gaia::Vector2::x) .def_readwrite("y", &Gaia::Vector2::y) ]; and here is the attempt to call in lua: path = BehaviourManager:getPath(currentPos, AIArgs.targetPoint, unitSize); testz = path:back(); (BehaviourManager is correctly defined as a global, getPath definitely returns a std::vector<Vector2>) the (custom) lua error is : [LUA] Error : ..\Data\media\scripting\lua\testIdle.lua:43: attempt to call method 'back' (a nil value) source : @..\Data\media\scripting\lua\testIdle.lua what : Lua line : 8 I expect that its something to do with the return type of back - ie that its a reference, or that there are 2 overloads of back (returning reference or const reference) but I don't see why thats a problem? Is anyone kind hearted enough to help? This is really holding me up so any suggestions would be very welcome :) [Edited by - thelovegoose on November 5, 2009 5:59:48 PM]
  9. Luabind & stl

    I want to be able to do the following: Pass a container to a lua function Return the container to the c++ calling code Pass the container to another lua function Add to and remove from the container in lua Iterate over the container in lua Edit a particular element from the container in lua So far I've been trying to achieve this through combinations of exposing or wrapping stl containers, using return_stl_iterator, using luabind::newTable to create a table from a container. Can anyone reccomend a way to achieve the above requirements - or advise if I'm attacking this in the wrong way? If I can provide more info please let me know, Many thanks in advance,
  10. NEED IDEAS for new TIMESTOP game/movie

    Other timestoppers - recognizable by their glitchy behaviour or jumps through space Time gets stuck, need to unstop it use the timestop for certain convenient things like walking along the hands of big ben
  11. Physx : implementing an inventory

    Sorry, no its that I need to temporarily remove an actor from the secen, but I don't want to destroy it (via release actor). I can set the various actor flags that will prevent it interacting with the scene, but I'm wondering if there is a more elegant way of doing this. The idea is that the player has a bottomless sack which he can put objects in. He goes around collecting objects around the scene, and when he picks them up they vanish from the secen but are represented in the GUI in his sack. When he wants to take them out the sack, he drops them back into the scene, at which point I will want that object to start interacting (colliding etc) with the rest of the objects in the scene. I don't want to release the actor because it will involve unnecessary freeing and allocation of memory and involve setting up the whole actor and shapes again, when I only want to remove it temporarily... Edit : Maybe you are on the same wavelength :) - are you saying you did this using release actor?
  12. I'm trying to implement an inventory similar to that of adventure games. Objects in the scene need to be removed from the scene (and will be represented in the inventory), and then will be replaced in the scene if they are removed from the inventory. It seems my options with physx are either to release the actor, or to disable it with actor flags. Is there a simple way to simply remove an actor from a scene without destroying it? Thanks in advance
  13. Spaceball

    Yes very close, any full games rather than sub-games? If not, I'm wondering why not - and anyone please feel free to speculate, its seems like a very logical digital sport to me...
  14. What can we learn from Day of the Tentacle?

    Spot on about the mattresses :) Don't stop at providing a sweaky mattress, make the player swap them
  15. Spaceball

    Is anyone aware of any games that attempt spaceball - essentially football, but in space?