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  1. Need framework recommendations

    You are looking for SharpDX. Look into the SharpDX.Toolkit namespace.
  2. SDL pisses me off

    [quote name='Mathew Bergen' timestamp='1349925170' post='4988944'] ... people said that they had to reformate their drive and, and i did and now it works... [/quote] That sounds a little bit too extreme. You really should not have to do that. I am pretty sure you just had some libraries and files in the wrong places.
  3. SDL pisses me off

    Try compiling with /SUBSYSTEM:CONSOLE. What are the results?
  4. Casual skype chat

    Nvm, chat moved to other topics...
  5. Unity Standalone build always fails

    [quote name='jbadams' timestamp='1343707594' post='4964699'] Firstly, try removing the temp folder (back it up/copy it first if you're worried about data loss!) from your assets folder and re-starting Unity -- I've heard a number of times that similar problems have been solved that way. If it's still not working try the following:[list=1] [*]Save any other work you're doing, and close all un-needed programs. You can keep a web-browser open with these instructions, as long as you don't have any Unity-related web-players or the like open. For best results, start from a fresh re-start of your machine. [*]Open task manager (press Ctrl + Shift + Escape, [b]-or-[/b] press Ctrl + Alt + Del and choose "start task manager" from the menu). [*]If you have Unity currently running, close it. After waiting a moment, ensure there aren't any copies still running in task manager. [*]On the "processes" tab of task manager, look for and close any processes that look like the following: "[i]x:\Windows\Explorer.exe /factory,{guid} -Embedding[/i]" [list] [*][b]Note:[/b] to do the above you need to enable the "command line" column in View > Select Columns. [/list] [/list] [list] [*]Ensure you don't have any files from the _Data folder open in any program. [*]Re-start Unity, and perform a build in an empty directory. Let us know if that helps at all! I had these instructions saved in a document after experiencing a similar problem a while back and piecing it together from a couple of different sources online -- hopefully it works for you as well! [/list] [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] 1. Nothing helps. [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] 2. The _Data folder does not ever exist.
  6. Unity Standalone build always fails

    The owner of the folder was set to Administrator instead of my name (perhaps because I launched Unity as administrator when I created the game), so I changed the owner to me, and it still does not work. I don't know what else to do! [img]http://public.gamedev.net//public/style_emoticons/default/unsure.png[/img] I really want to be able to do this right. Having to constantly interrupt my development in order to launch the file from Explorer really slows me down... [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img]
  7. Unity Standalone build always fails

    [quote name='chukangore' timestamp='1343663699' post='4964528'] I checked right now, and the permissions on the Game folder stated Read Only (only applies to files in folder), so I removed that and it still didn't work.[img]http://www.nlmlol.info/g.gif[/img] [/quote] Could you give a link to that image?
  8. Unity Standalone build always fails

    [quote name='SimonForsman' timestamp='1343658719' post='4964500'] [quote name='wiz3kid' timestamp='1343658066' post='4964497'] [quote name='SimonForsman' timestamp='1343656634' post='4964486'] Thats a bit odd, normally there shouldn't be any problems writing to the user directory in Windows. a few things you can check though: 1) That you are logged in as "David" 2) That the folder C:/Users/David/Unity/Game\Game_Data exists and isn't write protected. (if the folder doesn't exist you can check the permissions on the Game and Unity folders to make sure they're not write protected either) [/quote] 1) Yeah, David that's me! 2) Ok, so the folder did not exist - so that must be the problem. I am guessing Unity can't write to the folder? I checked right now, and the permissions on the Game folder stated Read Only (only applies to files in folder), so I removed that and it still didn't work. [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] [/quote] Have you tried restarting unity and/or rebooting your system ? [/quote] I restarted Unity a dozen of times. I turned my machine off this morning, and turned it back on in the afternoon, so that didn't help I guess... (unless you think I should restart again?) BTW, I am running the 30-day pro-trial.
  9. Unity Standalone build always fails

    [quote name='SimonForsman' timestamp='1343656634' post='4964486'] Thats a bit odd, normally there shouldn't be any problems writing to the user directory in Windows. a few things you can check though: 1) That you are logged in as "David" 2) That the folder C:/Users/David/Unity/Game\Game_Data exists and isn't write protected. (if the folder doesn't exist you can check the permissions on the Game and Unity folders to make sure they're not write protected either) [/quote] 1) Yeah, David that's me! 2) Ok, so the folder did not exist - so that must be the problem. I am guessing Unity can't write to the folder? I checked right now, and the permissions on the Game folder stated Read Only (only applies to files in folder), so I removed that and it still didn't work. [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img]
  10. I am having a serious problem with Unity. I decided to start working with it 2 days ago and everything went fine until I wanted to build & run a simple game I created. The "game" is basically just composed of a scene with a terrain, a cube, the included Constructor model in Unity, and a script I wrote to make the model go to where I click my mouse on the terrain. But these are all irrelevant details. Inside of Unity, I can press the play button and everything works wonderful. I can build a web player and it works great. However when I go ahead and try to build the "game" into a standalone executable Unity gives me an error (posted below). I have tried everything suggested - including creating a new project, all to no avail. Also, the executable inside the StagingArea directory works good. [b]Moving file failed[/b] Moving Temp/StagingArea/Data to C:/Users/David/Unity/Game\Game_Data [Try Again] [Force Quit] [Cancel] The console contains the following: Error building Player: IOException: Failed to Move File / Directory from 'Temp/StagingArea/Data' to 'C:/Users/David/Unity/Game\Game_Data'. The log contains the following: [source lang="plain"]building target 5 - starting compile Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll, for buildtarget 5 - starting compile Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll, for buildtarget 5 - Finished compile Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll - Finished compile Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll - starting compile Library/ScriptAssemblies/Assembly-CSharp.dll, for buildtarget 5 - Finished compile Library/ScriptAssemblies/Assembly-CSharp.dll Unloading 5 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 386 unused Assets to reduce memory usage. Loaded Objects now: 1135. Operation took 100.109242 ms. System memory in use: 38.3 MB. Mono dependencies included in the build Boo.Lang.dll Mono.Security.dll System.dll mscorlib.dll Assembly-CSharp-firstpass.dll Assembly-CSharp.dll Assembly-UnityScript-firstpass.dll Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 132 unused Assets to reduce memory usage. Loaded Objects now: 858. Operation took 95.242910 ms. System memory in use: 34.6 MB. Unloading 3 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 365 unused Assets to reduce memory usage. Loaded Objects now: 1146. Operation took 107.446179 ms. System memory in use: 36.2 MB. Unloading 5 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 163 unused Assets to reduce memory usage. Loaded Objects now: 911. Operation took 112.492986 ms. System memory in use: 58.9 MB. Unloading 7 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 376 unused Assets to reduce memory usage. Loaded Objects now: 936. Operation took 105.572350 ms. System memory in use: 58.9 MB. Textures 2.0 mb 24.7% Meshes 305.8 kb 3.7% Animations 919.2 kb 11.1% Sounds 0.0 kb 0.0% Shaders 17.0 kb 0.2% Other Assets 1.0 mb 12.6% Levels 14.9 kb 0.2% Scripts 41.3 kb 0.5% Included DLLs 3.8 mb 46.9% File headers 8.6 kb 0.1% Complete size 8.1 mb 100.0% Used Assets, sorted by uncompressed size: 1.3 mb 16.5% Assets/Standard Assets/Character Controllers/Sources/PrototypeCharacter/Textures/constructor_normals.png 1.2 mb 14.8% Assets/Standard Assets/Character Controllers/Sources/PrototypeCharacter/Constructor.FBX 1.0 mb 12.6% Assets/New Terrain.asset 682.8 kb 8.2% Assets/Standard Assets/Character Controllers/Sources/PrototypeCharacter/Textures/constructor_diffuse.png 17.0 kb 0.2% 0.2 kb 0.0% Assets/Standard Assets/Character Controllers/Sources/PrototypeCharacter/Materials/constructor_done.mat 0.1 kb 0.0% Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonController.js 0.1 kb 0.0% Assets/Standard Assets/Character Controllers/Sources/Scripts/PlatformInputController.js 0.1 kb 0.0% Assets/Standard Assets/Character Controllers/Sources/Scripts/ThirdPersonCamera.js 0.1 kb 0.0% Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js 0.1 kb 0.0% Assets/Standard Assets/Scripts/Utility Scripts/MeshCombineUtility.cs 0.1 kb 0.0% Assets/Standard Assets/Scripts/General Scripts/DragRigidbody.js 0.1 kb 0.0% Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js 0.1 kb 0.0% Assets/Standard Assets/Scripts/Utility Scripts/CombineChildren.cs 0.1 kb 0.0% Assets/Standard Assets/Scripts/General Scripts/ActivateTrigger.cs 0.1 kb 0.0% Assets/Standard Assets/Scripts/Camera Scripts/SmoothLookAt.js 0.1 kb 0.0% Assets/Standard Assets/Scripts/Camera Scripts/SmoothFollow.js 0.1 kb 0.0% Assets/Standard Assets/Scripts/Camera Scripts/MouseOrbit.js 0.1 kb 0.0% Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs 0.1 kb 0.0% Assets/MoveToClick.cs Unloading 3 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 1201. Operation took 82.725413 ms. System memory in use: 68.1 MB. Error building Player: IOException: Failed to Move File / Directory from 'Temp/StagingArea/Data' to 'C:/Users/David/Unity/Game\Game_Data'. (Filename: Line: -1)[/source]
  11. Joke

    What did the high nibble say to the low nibble? [rollup='Answer']It's okay, I don't byte.[/rollup]
  12. What to use for creating this type of game?

    AFAIK, if you have a jailbroken iDevice, you can test your App on it by transfering it from your PC. IIRC, to DEPLOY it you need to pay the $100.
  13. Rotation in XNA

    Please specify whether you are talking about 2 or 3 dimensions, rotation around a point can be performed only in 2D, rotation in 3D is done around an axis. You can not rotate around a point in 3D because there are infinite directions around it to represent axes.
  14. XNA Spritebatch question(s)

    XNA isn't the only API which does this. Almost all 2D APIs do this. The SpriteBatch class is designed with 2D in mind. Meaning, if you have ever worked with 2D graphics before, you would see that it is much easier to refer to things from a corner of the screen. (btw, you can apply a transform matrix in SpriteBatch.Begin(...) to offset your coordinates) 3D is based on perspective projection - meaning convergence to the center point of the viewport - so it is easier to work from the center and offset things depending on how much focus you want the player to have on them. On the other hand, 2D is based on parallel-orthographic projection - meaning the entire viewport is viewed from the same distance - so the user should be focused on the entire scene, making it easier to work with from a corner (a relatively insignificant spot)
  15. Should I go with directX or openGL

    As a matter of fact I can understand you wanting to write a program that interfaces with a gfx api such as OpenGL or DirectX. But take note that you should not write your own engine. You can play around with the 2 to know what it's like communicating with a graphics card, but later you should really go for a readymade engine to create your game; that way you spend more time creating your game than doing side irrelevant stuff. The idea is that first you realize your concept quickly by creating a prototype with a readymade engine, then you can decide to create your real final game whichever way you like, using lowlevel APIs and the like.