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About Robo-Link

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  1. This is a Arena Shmup I made using the Virtual On 4k engine I made. It shows off my abillities with vector graphics and also a new collision detection algorithm I developed. It has a really cool blur filter, three types of weapons, four types of enemies, and an end-boss! Controls: WSAD || HOME/END/DELETE/ PAGEDOWN = MOVE LEFT MOUSE = LEFT GUN RIGHT MOUSE = RIGHT GUN E || PAGEUP = BOOST V = PAUSE Tip: Boosting makes you invincible. ------------------------------------------------------------------------- Anyway, I really need some feedback for this. Please tell me what you did and didn't like about it, and any ideas you have to make it better.
  2. Robo-Link

    Dragon Warrior/Quest-ish RPG in 2009?

    Ah, I'm sorry. I meant something graphically like Dragon Quest/Warrior 2. But in HD, and with lighting.
  3. I was wondering how the market is for a Dragon Warrior/Quest-ish RPG right now. I am thinking it'll need some kind of unique nitch in the system for it to not be over looked, but does it really? Or would a DW/Q system clone be fun with a little graphic polish?
  4. Robo-Link

    Rotateing Calculations?

    Okay, let's say I have spots in a 3D space for min, and max x,y, and z of an object, and I want to rotate these spots based on the angle of the object. How would I do this? It's for collision detection, so I can't just rotate the matrix, as they aren't really in one.
  5. Grrr. Why am I so stupid? Yeah, I see it now. Thank you very much.
  6. I am having some really shitty linker problems involving SDL. I've tried copying all the files from SDL\Include to just Include in my MingW GCC compiler folder in CodeBlocks, and renaming all 3 SDL lib files to lib[name].a and put them in my CodeBlocks' lib folder. I even created a new templet SDL project, and I still get the same errors even though I led it to the folder with SDL in it (The download folder, not the GCC compiler folder) and it still gives me the same errors. I'll put my compiler log in this code block. ||Warning: .drectve `/manifestdependency:"type='win32' name='Microsoft.VC80.CRT' version='8.0.50727.762' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b'" /DEFAULTLIB:"MSVCRT" /DEFAULTLIB:"OLDNAMES" ' unrecognized| C:\Documents and Settings\XXXX\Desktop\SDL-devel-1.2.13-VC8\SDL-1.2.13\lib\libSDLmain.a(.\release_nostdio\SDL_win32_main.obj):(.text[_ShowError]+0x9)||undefined reference to `__imp____iob_func'| C:\Documents and Settings\XXXX\Desktop\SDL-devel-1.2.13-VC8\SDL-1.2.13\lib\libSDLmain.a(.\release_nostdio\SDL_win32_main.obj):(.text[_cleanup_output]+0x3)||undefined reference to `__imp____iob_func'| C:\Documents and Settings\XXXX\Desktop\SDL-devel-1.2.13-VC8\SDL-1.2.13\lib\libSDLmain.a(.\release_nostdio\SDL_win32_main.obj):(.text[_main]+0x5)||undefined reference to `___security_cookie'| C:\Documents and Settings\XXXX\Desktop\SDL-devel-1.2.13-VC8\SDL-1.2.13\lib\libSDLmain.a(.\release_nostdio\SDL_win32_main.obj):(.text[_main]+0x65)||undefined reference to `__alloca_probe_16'| C:\Documents and Settings\XXXX\Desktop\SDL-devel-1.2.13-VC8\SDL-1.2.13\lib\libSDLmain.a(.\release_nostdio\SDL_win32_main.obj):(.text[_main]+0x80)||undefined reference to `@__security_check_cookie@4'| C:\Documents and Settings\XXXX\Desktop\SDL-devel-1.2.13-VC8\SDL-1.2.13\lib\libSDLmain.a(.\release_nostdio\SDL_win32_main.obj):(.text[_main]+0xbe)||undefined reference to `@__security_check_cookie@4'| 16]+0x5)||undefined reference to `___security_cookie'| 16]+0x43)||undefined reference to `__alloca_probe_16'| 16]+0x72)||undefined reference to `__alloca_probe_16'| 16]+0x9b)||undefined reference to `@__security_check_cookie@4'| ||=== Build finished: 10 errors, 1 warnings ===|
  7. Quote:Original post by HomerSp Alright, well. There should be no difference whatsoever if you are using the same version of glu in both VC++ and GCC. Perhaps posting a small portion of your code would help. Thanks for the help. I found out what it was. the last value seemed to be switched from a 0 to a 1, and it was making my z axis act up. The only difference I can see between the two glulookAt()'s is that you might need to flip the y by changing the 2nd to last value from 0 to 1. Anyway, solved.
  8. Quote:Original post by HomerSp Code::Blocks doesn't have it's own compiler, so before we can answer your question you'll have to tell us which compiler you are using (I'm guessing it's GCC). Sorry about that. you are correct, it is GCC.
  9. Okay, so after I ported my Open GL/SDL project from VC++ to Code::Blocks (With help from people here) I ran it, and everything worked, my camera is just all kinds of messed up now. I use gluLookAt() for it. What is the difference in calculations between Code::Blocks' gluLookAt() and VC++'s gluLookAt()?
  10. Robo-Link

    Linker Errors [Now Code::Blocks]

    Okay, having SDLmain before SDL and WinMain worked. Thank you all for your help.
  11. Robo-Link

    Linker Errors [Now Code::Blocks]

    Quote:Original post by Cantos If you want a MinGW build environment, you can try Code::Blocks instead. Thanks. I'm using code blocks now. I have just one error: C:\Program Files\CodeBlocks\MinGW\bin\..\lib\gcc\mingw32\3.4.5\..\..\..\libmingw32.a(main.o):main.c:(.text+0x104)||undefined reference to `_WinMain@16| I'm linking to SDL like this: Build settings -> [project name] -> Linker Settings: opengl32 GlU32 SDL SDLmain And Build settings -> [project name] -> Search Directories -> Compiler: ..\..\SDL-devel-1.2.13-mingw32\SDL-1.2.13\include And Build settings -> [project name] -> Search Directories -> Linker: ..\..\SDL-devel-1.2.13-mingw32\SDL-1.2.13\lib Also, I have a Main referenced at main.cpp as int main(int argc, char **argv[]) Can someone please help?
  12. Okay, so I'm trying to port my project from VC++ to Bloodshed, and I've gotten everything down to a few errors. I've taken a screenshot that has my linker list, and build info. Can someone take a look at it and tell me how to correct these errors? [Edited by - Robo-Link on December 17, 2008 5:52:35 PM]
  13. What is the proper name for "per face collision?" Where you do collision detection with each face of each object to see if they're hitting instead of just squares/spheres. I need to know so I can properly calculate land collision for a game I'm working on.
  14. Robo-Link

    Improve my user ranking?

    Alright. Thanks for all the information. I just found it strange that my posting quality has almost doubled from what it was at the start, but my ranking was still less than 1000. Anyway, I'll just keep doing what I'm doing. I mean, my rank isn't going down, so I guess I'm doing alright here, LoL.
  15. Robo-Link

    Improve my user ranking?

    Okay, so I seem to have a low user ranking (currently 850) and I was wondering how I can get it higher. I don't really think people are taking the time to +1 my good posts. Is there something I can do that isn't as tacky as adding "Don't forget to +1 me if you liked this answer/game" to my posts? Is there anything I should be worrying about to make sure my answer doesn't go down? Does anyone actually look at the user rank in the first place? Or am I just worrying about something that isn't actually cared about?
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