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  1. RT @andrearene: If you missed the amazing reaction from @MichaelPHuber about #Shenmue3 then you NEED to watch this: https://t.co/e1jQLmgIgx…

    OpenAL viable sound option?

      So from that question using parts of TheChubu's response we can parse the question:   Is there a wrapper for OpenAL in C++?   If yes     OpenAL is viable else     OpenAl is not viable     Also screw AAA games...  
  3. My heart says it's Christmas, my brain says #gamedev. I got a bum ticker.

    Game Development Cabin Fever

    Winter hasn't even officially started in my hemisphere and I cant help but feel it never ended from last year. I'm not talking about being trapped by snow though. I'm dealing with a project. It won't shut up It, won't leave. I ask myself why it stays because surely talking to ones self is healthy. So far the voices in my head have provided logical reasons (their words) for this thing to still being around. It hasn't properly been play tested. It's you first project, its gonna suck. That menu item is unacceptable. I'll fix that bug thing next time I'm in that code area. OMG! This thing is so lame your going to embarrass yourself. MOAR features! It's was suppose to be a simple puzzle thing. I personally should have been done with it by now and am disappointing to still be screwing around. But...it's my nature...I complete everything the last minute. I said this thing would be done fall 2014 to my friends and family. So by my nature I have until December 21st...F%$@.
  5. RT @spazchickens: We released http://t.co/zVOJINyNkG beta, Try it out and tell us suggestions on what you would like to see :) #gamedev #i
  6. So I've made a game.  It works great on my phone and on emulators.  It even closes properly.  So to complete the package I'm trying to give the back button the functionality the user would expect.  But FML.   I start with:       public class Activity1 : Microsoft.Xna.Framework.AndroidGameActivity     {         TempleMain game;         protected override void OnCreate(Bundle bundle)         {             base.OnCreate(bundle);               TempleMain.Activity = this;             Vibrator v = (Vibrator)GetSystemService(Context.VibratorService);             game = new TempleMain(v);             SetContentView(game.Window);             game.Run();         } and throw in            public override void OnBackPressed()         {             base.OnBackPressed();             if (game != null)                 game.BackButton();         } Nada.   Now, I'm thinking that AndroidGameActivity inherits from Androids Activity yet does not override Activity's OnBackPressed() thus not giving me proper access????....     Am I using activities wrong?  Game compiles and runs just fine.  And the home button does what you would expect without my help.  

    Goodbye to GameDev.net

    I notice people cry a lot here. (Everywhere actually, must be the fluoride.)   I do like the articles though.
  8. who has two thumbs and loves writing tutorials on how to play their own game... ...*crickets* #gamedev
  9. Still working on getting a first game released #gamedev #indiedev http://t.co/5QyjhJCFI7
  10. puzzling though how to finish this puzzle game. #screenshotsaturday - http://t.co/MKFc5SrIMj
  11. I'm a programmer with no artistic skill/patience with a friend who draws.  My friend is just starting to learn Gimp/Photoshop with a drawing tablet. She is still quite uncomfortable with the whole process as paper is her preferred medium.  We would like to use her art for a game though.  Is there any guidance you could offer for getting her art "digitized"?   Note that we do have a scanner that could conceivably copy her art. (residential quality)   I guess I'm asking is all art for games done electronically?  Does she need to suck it up and learn Photoshop (which is fine! We just don't wont to wait another year...etc. for her skills to translate.)
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