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geekman1009

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  1. Frankly, I don't know what you are trying to make me do in your game. Your help description is incomplete so I have no idea what is the objective of your game. In your first challenge, there are 2 inputs (A and B) and 4 outputs (W, X, Y and Z), so what should I do to these ports? Should I direct beam from the unmarked port to A & B or combine the beam and those from A & B and map them to W,X,Y & Z? And if so, which should go to which? I'm totally confused.
  2. as long as you put in your best effort and keep it up, you can do well in what ever field you decide to work in, at least that is what I believe. :) As for piracy, it's not much better here in my country (Malaysia). In fact, it's much worse than Iran in comparison, since computers are much commonly used and it's not hard for any one to get a decent computer at affordable price here, so people just pirate software as much as they want. I myself would not want to be an independent game developer here, at least I will not try to sell my games locally. My advice for you, Hamed, is try to learn as much about game development as you could, before you concentrate in any specific field. It's always a plus to know more about game development even if you are focusing on only specific area. Even if are only focusing on AI, and if you really know what could be done and what not in a game, surely you could design better AI for the game, i.e. not hogging all the resources to achieve your perfect AI routine. Just use these 2 to 3 years to learn all the aspects of game development and possibly make a full game that cover as much aspects as you could (Game logic, sound, input, graphics, 3D rendering, AI, physics, story presentations etc.), so you have more fields to choose from when you want to go professional in any of them. Besides, a complete game, while may not be profitable in your current area, would be a good addition to your resume when you go job seeking in oversea.
  3. If you are sticking with WinXP, there is no DX10 or higher for you (for the current moment). If you decided to go for DX9, and using VC++ is not a mandatory requirement for you, I would suggest VC# + XNA for starting out game programming. Language syntax of VC# is very similar to those of VC++. Of course, if you believe Microsoft is an evil multi-billion dollar Corporate with a world-domination agenda and have installed hidden micro-tracking devices and peeping cameras on their Windows retail boxes and Xboxes and maybe the Natal device, Zune, etc. to invade your privacy, just ignore my suggestion. As for why they give away programming tools free? That's marketing strategy. With the tools being free, more programmers will use them, and more new learners of programming start their adventure in to the programming world with their tools. This result in more programs being developed for their Windows OS. This also means more attractions for non-programmers to use Windows, as they can find more software that will do whatever they want to do with computers. When all of the above summed up together, the value on the right side of the EQUAL sign spells: "PROFIT".
  4. @jackolantern1: yes, that's true for most of the cases, but not for me. I some times have to write Edutainment software for those clients, so all I can do is some very limited mini games based on GDI APIs. I think games developed based on DirectX 7 can still run properly on those machines. I made an attempt once with DX7 on those machines, and have a basic game framework running, but was told to cancel the game, due to technicians facing problem updating the display driver (S3 Savage IIRC). Of course the OP need not go to such extreme measure, since he have got a P2 + Radeon 7000. However, there is no way he could develop a game such as Crysis (Ok, I admit this is an extreme example) on that machines, right? If he is developing his game on a P2, then he is going to develop a game suitable to run on P2, newer machines may be able to run his game, probably with some compatibility issues, but still, his game will not be able to take advantages of the resources of newer system. Anyway, I doubt his system can run XNA at all, as R7000 is not supporting Shaders.
  5. It doesn't matter which you choose, but keep in mind that with DX, you are tied in with Microsoft's Windows OS. Well, that isn't a big problem since there are many, many PCs installed with Windows in the market. OpenGL only expends your prospective market a little bit. Your main problem now, is what version of Windows would be your targeted market. I'm working in a Computer Aided Learning company and there are still some very old computers used by our clients (as old as Pentium 233), so when I'm developing a software for my company, these oldie-moldies are a tremendous pain for my back side. Since my applications should be designed with Windows 95, 98 and ME in mind, advanced features are out of the question. .Net is out of the question, 3D presentation is out of the question, all I can do is some dull and slow GDI apps. So, if you are only trying to sell your games to users who still run Win 95 and Win 98 only, well, go with C++ and DX7 or even DX8, you may try DX9 with some luck. But if you are aiming for a more modern PC market (at least Win XP, which I guess will still be around for another 3~5 years), you should get at least a P4 system with a Shader Model 2 display card, and got straight for VC# 2005 + XNA 2.0. A used P4 system should be pretty cheap now, since a lot of them have been phased out of market a year or two ago when Vista came out. And lastly, please make up your mind and decide whether you want to be a solo indie game developer (you make the whole game by yourself) or be a part of a team (you concentrate on a specific field of game development), since knowing what you really want to do could save you a lot of time and effort.
  6. According to what you described, I would say, you are not suck at math, but rather, inexperienced in analyzing data and how to apply/process them in your calculation. Worry not, as such experience can be earned through practice. ;)
  7. Firstly, I have to admit I didn't try to dig into DX documents to find out why oh why you couldn't do that, but I try to resolve the question with reason and common sense, so please pardon my in-technicality. firstly, the reason of using a full screen mode in d3d, is performance, to gain exclusive control to the display hardware (3D card), so that you can display your application image (Be it games or other applications that employ d3d) faster and smoother (and back buffering also allow you to do post processing to the image you rendered without revealing the ugly in-process artifacts, since anything done to the front buffer will be visible on screen immediately). Back buffer eliminates graphics tearing and improves rendering performance, as you do not need to hold your process while drawing your image, if your application actually process faster than it can draw the image (due to intense graphics processing), or at least, lower the chances of needing to wait for graphics surface to be unlocked for drawing, since you can write to the alternate back buffer surface while the front buffer is being drawn to screen. so given the above reason, most likely the DX development team will not consider the need of being able to do full screen without back buffer. Back buffering is an almost zero-cost operation with tremendous benefit, plus, you draw to surfaces in the same way with or without back buffer anyway, so it's unlikely anyone want to ditch back buffering while in full screen mode. Thus, you cannot do that, by design of the DX development team (I guess, since I'm not part of DX team, so how would I know? ;P). modern display cards surely have more then enough memory to support full screen with double buffering, or even triple buffering with reasonably high resolution at reasonably good frame rate. So, really, why are you trying to use full screen mode without back buffering? I'm just curios.
  8. Quote:Original post by Talroth Modern nation building is always a good option. You are elected by the local government of a very small nation, and you must try and bring it from the 3rd world to a thriving first world nation. Must deal with issues like infrastructure, education, and political stability while trying to grow your economy from mainly unemployed, unskilled masses. Each day you haven't been assassinated, you 'win'. You eventually age and retire/die of natural causes, and establish a highscore for your run though the game that is based on how well your nation did. If you are doing poorly, you may fail an election, and lose time that you could be using to better your score. If you do very bad you may never be re-elected. sounds like Tropico.
  9. I don't get it, why do you want to create an NPC just to piss and fu#k with the player for no reason? If the said NPC is behaving in such manner because it's part of the plot, i.e. stealing an item from the player so that the player will have to go after the NPC, and discover further plot, I would accept that, but to make an NPC thief stealing random item from the player, just to hinder the player's progress, I would consider that to be a revenge of a mind impaired programmer on the player. It is totally unacceptable and meaningless, in my opinion.
  10. Quote:Original post by Funkymunky How about sim-sylvania, where you build a vampire stronghold (centered around you, the only vampire) until the inevitable torch and pitchfork mob comes to stake you. oh, that's a good idea! I like it. Also, you could add some romance into the game, like, in the middle of your persuasion of your dark career, you have to, erm, try to find your partner of eternal love, like a princess of another blood clan, or an exiled she-warewolf that possess holy power (LOL), a female zombie dark elf, a mummified princess of an ancient empire, etc. etc.... oh, and you could even go the twisted-fate path and try to woo a female vampire hunter....
  11. All I see are some blur images with double or triple visions, which give me serious headache.
  12. Quote:Original post by Ezbez ...the game Left 4 Dead has an achievement to kill 53,595 zombies. I tot that would be Dead Rising? The population of Willamate, the amount needed to get the Megabuster? L4D has that also?
  13. It depends if gender has any impact on the game play. In MMORPGs, I tend to choose a female avatar, mainly for the reason of better costume designs. I found that most ASIAN MMORPG designers are likely to have never been able to get laid so they have WILD imagination about girls when they design their costumes (Sexiness and exposed-ness aside). Since gender does not have any impact upon game play and story telling in most MMORPGs, it doesn't matter if I play as male or female character, so I would choose a female avatar just for the prettier costumes. If in a single player game that gender does have some (or a lot of) impact on the game play and story, I'll play as each gender once, just to have a more complete exprience of the game. If there is no impact on game play and story, well then, I'll just try out each possible setup of characters (like in Sacred 2, it doesn't matter if you are playing as s Seraphim or a Gladiator, you still go through the same main quest and side quests. The only little difference is the personal quest, but that is not due to the gender of the character, but the class and the path/religion of the character) , and chose one that I felt most comfortable with base on character appearance and specialty. All in all, I still would tend to choose a female avatar (I'm male) if there is no impact on game play and story, since I'm afraid that staring at a half naked male barbarian warrior for 6 hours everyday would have some disturbing effect on my sexuality orientation ;P.
  14. I'd suggest you check out the following games, they have sort of included bits and chips (sometimes even chunks) of what you have been planning: 1) Meta Fight, or more well known as Blaster Master on the NES (not the Sega Genesis version). It have a pretty fun and intuitive upgrading system. You start with a basic 4x4 vehicle with a pea-shooter cannon mounted, then every time you defeat a boss, you will get an upgrade part to customize your super vehicle, like stronger cannons, hovering unit, wall crawling unit, homing missiles, lightning discharge, etc. 2) Metal Saga on the PS2 for tank base customization, though this game is command based RPG instead of action based game. It's bounty hunter system would also be a good idea to learn from. 3) Mechwarrior 4: Mercenaries, this game tells a story of a group of mercenaries stranded on a planet, cut off from the main force and have to fend for themselves. The main point is the story, and the salvaging system. You have to calculate how much ammo you could throw in each mission, and be careful where on the enemies you shoot, either to take down the enemies fast to minimize damage, or to minimize damage on the enemies so that you have a better chance on salvaging the required parts (or the whole mech) from your target. 4) Gunhed on the NES (this is an old and rather unknown game, I know). You are a single Gunhed unit (a fully automated tank-like fighting unit) dropped onto a planet controlled by an evil super computer, which is also the brain of an automated weapon factory, that can chuck out thousands of similar Gunhed units. You objective is to battle all the enemy Gunheds and salvage parts from defeated enemies to assemble an army of friendly Gunheds. Once you have enough units, you can assault on the weapon factory and defeat the super computer.
  15. Quote:Original post by GameFissure I'm sorry geekman1009, I don't understand what you mean :(. What do you mean when you say don't use rotate in Sprite->Draw? If possible could someone please provide me with a detailed tutorial? Of fourse there are tutorials online... but most of them do not get in to enough detail for me to understand. EDIT - I wouldn't mind being recommended a book either :). Thank you and sorry for the late reply. What I mean is, don't use D3DXMatrixTransformation2D(&SpriteM, NULL, 0.0f, NULL, &D3DXVECTOR2(SpriteFocus.x, SpriteFocus.y), Index, NULL); (I didn't read your original post carefully, and since I'm using XNA Game Studio which, the SpriteBatch have incorporated the transformations into the Draw() method, hence the confusion) since this function always rotate you sprite around the origin (top left of the screen), regardless of how you set your Sprite Center and Position. The bug I mentioned earlier is, D3D will Translate your sprite to its Position BEFORE the Rotation, resulting in what you have been seeing in your current situation - the sprite is rotating around the screen origin. To avoid this bug, multiply 2 transformation matrices together to achieve the effect of rotating a sprite around it's center at given position, in one matrix, you then apply this composition matrix to the sprite. In other words, rotate the sprite first (regardless of its position, since D3D will rotate the sprite at the world origin or top left of the screen), then translate the rotated sprite to the desired location. This can be achieved by Multiplying a Rotation-around-Z-axis Matrix (the LEFT matrix) and Translation Matrix (the RIGHT matrix). Apply the resulting Matrix from the multiply above and you will get what you want.