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Hairein

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  1. Hi there! You might want to check out the following site for information:[url="http://www.technology.scee.net/"]http://www.technology.scee.net/[/url] Anyone can apply for PSP development from Sony but you will need to show the either/both a strong demo/prototype or past experience in the (games) development field (also non-Sony products experience if you have) . You can apply for PSP development as a private person, a company as well through a publisher. Your chances will be best if you have a registered company and a prototype running to show. Greetings.
  2. Thanks for the replies! I'm not actually building anything in that direction, I was just investigating the already available technology for that kind of game. The arcade business and its technology seem really very 'closed', and not openly documented or published. My interest is in seeing examples (screenshots, documents or other related media) which shows the GUI editing environments themselves, as were used on arcade titles. Also, I wanted to find out if any generally known libraries or SDKs were available for that genre. Regards.
  3. [font="arial, sans-serif"][size="2"]Hello everyone![/size][/font] [font="arial, sans-serif"] [/font] [font="arial, sans-serif"][size="2"]I'm looking for information on scripting languages and design information used for creating arcade-type on-the-rails/light-gun shooters such as [/size][/font][font="arial, sans-serif"][size="2"]Terminator Salvation Arcade ([/size][/font][url="http://www.youtube.com/watch?v=XDanxhZGKOo"]http://www.youtube.c...h?v=XDanxhZGKOo[/url]) [font="arial, sans-serif"][size="2"]and Time Crisis (2) ([/size][/font][url="http://www.youtube.com/watch?v=jXtL5kS5odo"]http://www.youtube.c...h?v=jXtL5kS5odo[/url])[font="arial, sans-serif"][size="2"].[/size][/font] [font="arial, sans-serif"][size="2"]Specifically, I'm interested in the editing of the scripts used to design sequences and scripting of the actions at each scene where targets are presented and shoot at the player or other predefined events occur.[/size][/font] [font="arial, sans-serif"] [/font] [font="arial, sans-serif"][size="2"]-Are there any freely available commercial/non-commercial libraries available for developing those kind of games?[/size][/font] [font="arial, sans-serif"][size="2"]-Any websites or specific forums which you could suggest to find out more about this subject?[/size][/font] [font="arial, sans-serif"] [/font] [font="arial, sans-serif"][size="2"]Greetings.[/size][/font] [font="arial, sans-serif"] [/font]
  4. OpenGL

    Hello there, it seems that you are either using flat planar mapping on the top/down axis or not having UV coordinates assigned to each and every face of the model, specifically the part on the sides where the texture seems ´stretched´ Check: - Do you have per vertex UV coordinates in the file? - Are the UVs exported correctly and assigned to their respective vertices? A good idea would be to check your code with an existing model from the web. Greetings!
  5. Hi all, i've been using SVN with Tortoise SVN on Windows, command line SVN on Linux and Mac OS for about two years for text and binary data of all kinds. This solution is easy to set up a SSH svn server and a few accounts for all members. The use of SVN is simple as you only needs 3 or 4 commands regularly as a normal user, only the admin of the SVN server will need to know more indepth. I suggest you use this setup for starters. Greetings.
  6. The additional texture coordinates are being exported into the X-File through another data structure, an example from a current X-File is shown below: DeclData { 1; 1;0;5;1;; 8; 0, 0, 0, 1092616192, 1092616192, 1092616192, 1092616192, 0; } With X-Files created like this, i'm able to create and edit shaders using RenderMonkey with two sets of texture coordinates mapped correctly. Now remains to check, if the final effect files and X-Files can be used correctly in the runtime application, showing the shaders as designed. Greetings.
  7. Hello there, I am unable to save a (D3DXF_FILEFORMAT_TEXT) X-File with multiple texture coordinates and kindly request help with this and information on other peoples experiences regarding this limitation. I create meshes with the function D3DXCreateMesh using elements as shown below. Although the X-File is written and viewed OK, it only contains 1 set of texture coordinates. Q1- Is there a correct way to use D3DXSaveMeshToX(...) to save such meshes as X-Files? Q2- What's the commonly used alternative? Do I best save meshes using another SDK and file format (DAE, FBX or custom X-File) and ignore X-Files? I use: D3DVERTEXELEMENT9 elems[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, {0, 16, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, {0, 28, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 36, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, D3DDECL_END() }; and HRESULT hrSave = D3DXSaveMeshToX(...) // returns S_OK; Regards. [Edited by - Hairein on January 3, 2010 7:09:18 AM]
  8. Solved! The mesh file is saved properly. Thank you and a Happy New Year!
  9. Hi all, i'm getting HRESULT 0x8876086c (generic error) saving a x-file I created as seen in the source code below at D3DXSaveMeshToX (see end of code listing). - Can anyone correct the code below to allow a save to succeed? The code, error handling and mesh structure have been kept simple for illustration, hWnd is valid and all previous HRESULTs are D3D_OK. Thanks in advance. IDirect3D9 *d3d = Direct3DCreate9(D3D_SDK_VERSION); if(d3d == NULL) return; D3DPRESENT_PARAMETERS pp; memset(&pp, 0, sizeof(pp)); pp.BackBufferWidth = 0; pp.BackBufferHeight = 0; pp.BackBufferFormat = D3DFMT_UNKNOWN; pp.BackBufferCount = 1; pp.MultiSampleType = D3DMULTISAMPLE_NONE; pp.MultiSampleQuality = 0; pp.SwapEffect = D3DSWAPEFFECT_DISCARD; pp.hDeviceWindow = hWnd; pp.Windowed = TRUE; pp.EnableAutoDepthStencil = FALSE; pp.AutoDepthStencilFormat = D3DFMT_UNKNOWN; pp.Flags = D3DPRESENTFLAG_DEVICECLIP; pp.FullScreen_RefreshRateInHz = 0; pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; IDirect3DDevice9 *device; if(d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &pp, &device) != D3D_OK) return; ID3DXMesh *mesh = NULL; D3DVERTEXELEMENT9 elems[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; if(D3DXCreateMesh(2, 4, D3DXMESH_MANAGED | D3DXMESH_WRITEONLY, elems, device, &mesh) != D3D_OK) return; LPDIRECT3DVERTEXBUFFER9 vb; if(mesh->GetVertexBuffer(&vb) != D3D_OK) return; float *vertices; if(vb->Lock(0, 0, (void **) &vertices, 0) == D3D_OK) { vertices[0] = -926.0f; vertices[1] = 0.0f; vertices[2] = -926.0f; vertices[3] = -926.0f; vertices[4] = 0.0f; vertices[5] = 926.0f; vertices[6] = 926.0f; vertices[7] = 0.0f; vertices[8] = 926.0f; vertices[9] = 926.0f; vertices[10] = 0.0f; vertices[11] = -926.0f; vb->Unlock(); } LPDIRECT3DINDEXBUFFER9 ib; if(mesh->GetIndexBuffer(&ib) != D3D_OK) return; WORD *indices; if(ib->Lock(0, 0, (void **) &indices, 0) == D3D_OK) { indices[0] = 0; indices[1] = 1; indices[2] = 2; indices[3] = 2; indices[4] = 3; indices[5] = 0; ib->Unlock(); } // save x file D3DXMATERIAL *materials = new D3DXMATERIAL(); memset((void *) materials, 0, sizeof(D3DXMATERIAL)); materials->MatD3D.Diffuse.r = 1.0; materials->MatD3D.Diffuse.g = 1.0; materials->MatD3D.Diffuse.b = 1.0; materials->MatD3D.Diffuse.a = 1.0; materials->pTextureFilename = "white64.png"; // ------------------------ // ERROR result here: HRESULT 0x8876086c HRESULT hrSave = D3DXSaveMeshToX("test.x", mesh, NULL, materials, NULL, 1, D3DXF_FILEFORMAT_TEXT); // ------------------------ delete materials; mesh->Release(); device->Release(); d3d->Release(); [Edited by - Hairein on January 1, 2010 9:48:35 AM]
  10. Hello there, I suggest doing two things: 1) Making an alpha or 1-bit mask for the areas to be coloured then 2) Blitting in a solid color unto the Sprite-to-be-recoloured using that mask, at runtime. That way, you only draw into areas intended on the sprite. You need solid colour swatches to blit from and you can prepare the bitmap for that in memory by FillRect(chosenColor) or similar functions. Greetings.
  11. Hi again, thanks for the additional information. A more technical game design query this time: - What are you planning to release as part of this design? Is there going to be a design document of sorts. Mock-ups? Wiki or web site? - How are you planning to validate your design against your target audience? How gather feedback on the games' ideas, ergonomics, accessability, playability, mechanisms and such things? - How far are you taking the design? Are you designing the whole game until ready for active pre-production or just up to a specific 'level of detail'? - Do you have any designs/ideas for related game elements distribution model, target user age limits, support infrastructure and patches, online support, DLC? As a tip here: -You need to produce a design document preferably on a Wiki or web site, although it doesn't need to be coded and could use placeholder art or rough sketches. Although I know the game you reference, i'd prefer to see your design skill and what unique ideas above the available you would bring to the game. It's easier to get constructive critism if there is something there to critisize. - Get some books on Game Design, or read things to that effect on the Net. It will show you the steps required to design a game, as well as how to document your design correctly. Keep going!
  12. Hi there, I like your design idea and short description of the scope of your game. However, as this subforum concerns game design and not game story pitch, i'd like to ask you to detail more the mechanisms on how the various activities will interact, what the length of the activities would be, what game states structure your project could have, any sketches or layouts to enhance our picture of the game, any calculations or notes regarding the units and their relative strengths or weaknesses as well as any ideas you have to the users' interface to the game as well as the style of graphics (realistic or stylised, 2D or 3D) you think would fit. It would also be nice if you could detail a typical session of a new user from the start to the endgame, with descriptions of specific important points so as to communicate the 'flow' of the game. Are you planning on levels? Skill sets as used by current MP games and MMOs? The story idea is interesting, but you should try to determine the target audience (casual, hardcore, RTS with or without Action) so that you can prune your ideas to a more concrete level and scope. It will help you concentrate your design efforts. I wish you success in the construction of your world. Greetings.
  13. Ah! Great! Thanks for the pointers. *edit* It seems to be Devil World, Konami 1987 as shown here: http://www.klov.com/game_detail.php?game_id=7575 *edit* Regards! [Edited by - Hairein on August 27, 2008 6:23:58 AM]
  14. Hi all, i'm looking for the name, description and game design information on a 90s arcade machine. It's a 2D birds-eye viewpoint game in which you got to choose an Indiana Jones type of character or a woman in a white dress. I also remember you had a small hand-held crossbow to shoot blue (and other coloured) minotaurs and other creatures. Additionally, you shot small white altars made of bones, which disappeared into the ground once destroyed. Lastly, there was a lava-type level where you had to jump over lava streams. If someone could give me the name, developer or any game information of this product, i'd be very grateful!