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About m4rv4

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  1. I wrote a blog post on how to effectively improve your game by letting people playtest it. The points I'm making are: 1. If you’re not embarrassed, you’re testing too late. Test as soon as you have something playable   2. The ideal tester doesn’t know you and has never played your game before. This is the best way to get an unbiased first-time player opinion   3. Watching a player while testing the game may skew your results, but is you r best shot at learning a lot in very little time   4. In addition to letting your testers talk freely about what they think, prepare a questionnaire so that you can ask all your testers roughly the same set of questions. This helps you notice emerging patterns.   5. Consciously decide on what actions you're going to take to address each feedback point you get (even if your action is to just ignore it).     https://www.playtestcloud.com/blog/2013/05/02/5-tips-for-getting-the-most-out-of-playtesting-your-game/
  2. Hi, Some friends and I just finished our first HTML5 game: iKuh. You can play on desktop browsers and tablets. We think it turned out pretty well, you can check it out at http://ikuh.clay.io The objective is to get your cow to the trophy by placing arrows in the right spots. We're planning to improve on the game after the initial release, so we'd love to hear feedback from you guys!
  3. Tools for creating a prototype

    Hey, you will have to write code, but prototyping is pretty easy with Dark Basic Pro.
  4. Hey guys, me and a friend of mine are currently in pre-production of a 2-month game development project. We have a basic game idea and we are currently throwing together a quick throwaway prototypes to refine it and get a rather complete understanding of the game mechanic before we will go into production. We are now at a point where the prototype is close to the final gameplay that we imagined. However that prototype is not as much fun as we would have hoped for. It is not really bad, but also is it not a game that we would be playing for more than a couple of minutes. Being very inexperienced in prototyping we are now unsure whether a prototype can reflect the fun of a final polished product at all and how we can know when it is time to go into production. How do you handle prototyping? We would appreciate if you could share your experiences! Cheers, Marvin
  5. Questions about Turtoise SVN

    AnkhSVN is a nice integration of SVN into Visual Studio. Works together with TortoiseSVN pretty well.
  6. Book Prerequisite

    You should at least comprehend vectors (simple operations, dot product, cross product), matrix operations and quaternions.
  7. Managing a lot of Text with C#

    Quote:Original post by pulpfist You might want to consider using a database too. If you feel up to it, it is valuable learning, and C# with .NET has everything you need to communicate with databases like access or sqlite I wouldn't do that, imo it will just add lots of overhead and complexity. What do you think would be the benefits of this approach?
  8. Managing a lot of Text with C#

    You can easily load a file into a string like this: string introText = File.ReadAllText("introduction.txt");
  9. Managing a lot of Text with C#

    Could you give us some more details on what would actually be stored in those text files?
  10. (1) It's because you use the Console.WriteLine function wrong. Instead of System.Console.WriteLine("| 1. ", reader.ReadLine(), "|"); it should be System.Console.WriteLine("| 1. " + reader.ReadLine() + "|"); The comma character does not concatenate strings, it separates arguments in a function call. Use the + operator for string concatenation. Edit: (2) You forgot to set ischaracter[i] to true when there is an text file for that character. So one if statement in your ShowNames() method should look like: if (System.IO.File.Exists("name1.txt")) { name1 = System.IO.File.OpenRead("name1.txt"); reader = new System.IO.StreamReader(name1); System.Console.WriteLine("| 1. " + reader.ReadLine() + "|"); ischaracter[1] = true; reader.Close(); } else System.Console.WriteLine("| 1. Empty slot |");
  11. Oppinions on a particular OOP Game Structure

    According to Steve McConnell and my own experience, object-oriented design is a 'wicked problem'. This means that you will have to design your application in order to find out what works well and what doesn't work at all design-wise. Don't be afraid to just jump in and start coding, you will always have the opportunity to change your design on the go. Additionally, you'll probably make some bad decisions and experience the consequences first hand, which is a great way to develop an OOP 'common sense'. If you are unhappy with concrete parts of your program or something just doesn't feel right, post it on the forums and discuss it with other programmers. To put it simply: Just do it!
  12. It finally works! I've forgotten to set the render target's SurfaceFormat to be that of the back buffer. This was causing the strange behavior described in my last post. For anyone who might be interested, here's my rendering code: protected override void Draw(GameTime gameTime) { GraphicsDevice.SetRenderTarget(0, this.renderTarget); GraphicsDevice.Clear(Color.Black); this.spriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.None); this.spriteBatch.GraphicsDevice.RenderState.AlphaTestEnable = false; this.spriteBatch.GraphicsDevice.RenderState.AlphaFunction = CompareFunction.Always; this.spriteBatch.GraphicsDevice.RenderState.AlphaBlendEnable = true; this.spriteBatch.GraphicsDevice.RenderState.BlendFunction = BlendFunction.Max; this.spriteBatch.GraphicsDevice.RenderState.SourceBlend = Blend.One; this.spriteBatch.GraphicsDevice.RenderState.DestinationBlend = Blend.One; this.spriteBatch.GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = true; this.spriteBatch.GraphicsDevice.RenderState.AlphaBlendOperation = BlendFunction.Min; this.spriteBatch.GraphicsDevice.RenderState.AlphaSourceBlend = Blend.One; this.spriteBatch.GraphicsDevice.RenderState.AlphaDestinationBlend = Blend.One; this.spriteBatch.Draw(this.hole, new Vector2(32, 32), Color.White); this.spriteBatch.End(); GraphicsDevice.SetRenderTarget(0, null); GraphicsDevice.Clear(Color.CornflowerBlue); this.spriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.None); this.spriteBatch.GraphicsDevice.RenderState.AlphaTestEnable = true; this.spriteBatch.GraphicsDevice.RenderState.AlphaFunction = CompareFunction.Greater; this.spriteBatch.GraphicsDevice.RenderState.AlphaBlendEnable = true; this.spriteBatch.GraphicsDevice.RenderState.BlendFunction = BlendFunction.Add; this.spriteBatch.GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha; this.spriteBatch.GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha; this.spriteBatch.GraphicsDevice.RenderState.SeparateAlphaBlendEnabled = false; this.spriteBatch.Draw(this.mySprite, new Vector2(128, 128), Color.White); this.spriteBatch.Draw(this.renderTarget.GetTexture(), new Vector2(0, 0), Color.White); this.spriteBatch.End(); base.Draw(gameTime); } [Edited by - m4rv4 on May 12, 2009 7:40:33 PM]
  13. Hi MJP, thanks for your reply. It seems like I'm getting there. My prototype XNA code looks like this: protected override void Draw(GameTime gameTime) { GraphicsDevice.SetRenderTarget(0, this.renderTarget); GraphicsDevice.Clear(Color.Black); this.spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None); this.GraphicsDevice.RenderState.BlendFunction = BlendFunction.Min; this.spriteBatch.Draw(this.hole, new Vector2(0, 0), Color.White); this.spriteBatch.End(); GraphicsDevice.SetRenderTarget(0, null); GraphicsDevice.Clear(Color.CornflowerBlue); this.spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None); this.spriteBatch.Draw(this.mySprite, new Vector2(128, 128), Color.White); this.spriteBatch.Draw(this.renderTarget.GetTexture(), new Vector2(64, 64), Color.White); this.spriteBatch.End(); base.Draw(gameTime); } And produces this: The whole surface is black, but its alpha values seem to be untouched. However, when I clear my render target with white color, the output looks like this: The part where I'm rendering the "hole" sprite onto the surface is black, the rest is transparent. Where the hole sprite's alpha value is 0, the render target's alpha value is also set to 0. The pixels where (0 < alpha < 255) in the "hole" texture seem to have alpha 255 on the render target. Regards, Marvin
  14. Hey guys, I'm trying to create some kind of 2D "darkness" effect. My idea would be to create a render target, clear it with Color.Black render it on top of all the other sprites: Well, it's dark. To create "light" I would now like to be able to "stamp holes" in this surface. Say I have an alpha blended texture like this: I would like to let the surface take on the alpha values of that texture, so that when I render the surface on top of my sprites, there is a "hole" in it through which I can see the other sprites: How can I accomplish this? Thanks for your time, Marvin
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