# levela13

Member

6

114 Neutral

• Rank
Newbie
1. ## levela13

I'VE GOT A @Medium INVITE!!! YAAAY!!
2. ## levela13

Today's To-Do list includes: shopping, blogging, coursework. Sounds like a day!
3. ## levela13

I should write an article about why every game designer should learn to code (properly).

5. ## levela13

http://t.co/aE8N7NSMmC Rob! The bunny.
6. ## Libgdx camera - pixel issues

I have thought about that, but won't that cause problems with the physics when resizing?
7. ## Libgdx camera - pixel issues

Hiho!   I am a game designer student who started working with box2d and Libgdx recently. My game idea relies on Box2D heavily, so I spent about a week learning Box2dWeb (which is the JavaScript port of Box2d), and learned hopefully most of the things that I am going to need in the development process. You can see the end result here.    When I got done with this, I took a dive into libgdx. Read a lot of tutorials and documentation, and managed to get most of the things already working, but I am stuck with the pixel to meter (and vica-versa) scaling system, therefore I can't get it working on my Android device.   Using Box2dWeb I could solve the scaling problem by setting up a scale variable, and dividing and multiplying with it. According to the web, 30pixel should be equivalent 1 meter, so I did the following: SCALE = 30; ... var bodyDef = new box2d.b2BodyDef(); bodyDef.type = box2d.b2Body.b2_staticBody; bodyDef.position.x = 400 / SCALE; bodyDef.position.y = 600 / SCALE; bodyDef.userData = 'Ground';   var fixDef  = new box2d.b2FixtureDef(); fixDef.shape  = new box2d.b2CircleShape(50 / SCALE); And the ground was in pixel-perfect position, and when attached a bitmap to the ball, it matched as well! In Java, it is different..   I have followed a tutorial which made me set up an ortographic camera with a viewport of 48*32 meters, then positioned it in the center. I have tried the same method that I  used with Box2dWeb, but it didn't work.   I want my game to be playable on Android phones and PC as well, so I do not know how I should solve this problem (or how I should configure / resize the viewport) for different screen sizes, or just a simple screen size.   Ps.: Sorry for the half-finished post, clicked the wrong button as it seems.
8. ## Libgdx camera - pixel issues

Hiho!   I am a game designer student who started working with box2d and Libgdx recently. My game idea relies on Box2D heavily, so I spent about a week learning Box2dWeb (which is the JavaScript port of Box2d), and learned hopefully most of the things that I am going to need in the development process. You can see the end result here.    When I got done with this, I took a dive into libgdx. Read a lot of tutorials and documentation, and managed to get most of the things already working, but I am stuck with the pixel to meter (and vica-versa) scaling system, therefore I can't get it working on my Android device.   Using Box2dWeb I could solve the scaling problem by setting up a scale variable, and dividing and multiplying with it. According to the web, 30pixel should be equivalent 1 meter, so I did the following: SCALE = 30; ... var bodyDef = new box2d.b2BodyDef(); bodyDef.type = box2d.b2Body.b2_staticBody; bodyDef.position.x = 400 / SCALE; bodyDef.position.y = 600 / SCALE; bodyDef.userData = 'Ground'; var fixDef = new box2d.b2FixtureDef(); fixDef.density = 5; fixDef.friction = 0.5; fixDef.restitution = 0.9; fixDef.shape = new box2d.b2CircleShape(50 / SCALE);     And after assigning a bitmap to it, it matched the shape of the box!
9. ## levela13

Jól van, szerencsére a probléma a telefon másik oldalán volt #elozo
10. ## levela13

Érdekes érzés ám olyan játékot fejleszteni aminek része vagy... #gd
11. ## levela13

Project disabled on it's way #gd
12. ## What language should I choose?

[quote name='kruncher' timestamp='1337261857' post='4940926'] @levela It looks like your decided, but here is something that I discovered yesterday in the Indie Developer group on FaceBook: [url="http://www.haxenme.org/"]http://www.haxenme.org/[/url] - NME targets iOS, Android, webOS,BlackBerry, Windows, Mac, Linux andFlash Player using your same code. It looks pretty cool, I am going to have a play with this today. [/quote] This actually looks pretty cool! Will give it a go for sure! Ty!
13. ## What language should I choose?

@Dragonsoulj Thanks mate! @mhagain I agree with you, though the question of the topic is "What language should I choose?". My goal was to find the programming language which can be used for cross-platform games. Right now I think that the best choice is Java for me, because it runs on web, which can be cross-platform if the browser supports it. Guess I'll start learning it. Thanks for the help, guys!
14. ## What language should I choose?

Well, I've downloaded Unity3D, tried it out, and its really awesome.. but I think it would be overkill for my project (and expensive). My game would be a text-based rpg with a huge twist, so.. I don't know yet. I've looked into HTML5 and found [url="http://www.scirra.com/construct2"]Construct2[/url] which is cool also, don't know yet wether I can get all my desired features working with it, but gonna look into that. If everything fails, XNA with Mono is still there. Thanks for the help, guys!
15. ## What language should I choose?

Hello gamedevs out there! First of all, I have to admit that I'm [b]totally[/b] new to game development. So please, don't eat me. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] I know the basics of c# (handling files and data, structured arrays, kinda have some idea about classes and methods, but I ain't that sure about it yet.), because I had to use it on my matura exam. Well, and now, I would like to make a game. The main goal is that the game should run on the most popular platforms (Android, iOS mainly, but I'd be happy if it could be ran on web also). I've done some research, but I'm still not sure about which language I should choose. XNA with MonoGame? Java? c++? The game would be 2D, so if the engine doesn't support 3D then it's not a problem. Thank you! [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img]