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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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  1. I see, it's simple when it's explained like this [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img] In fact, I thought the utilisation of D3DTA_ALPHAREPLICATE didn't allow me to use vertex color but rather SRCBLEND=D3DBLEND_ONE. If (for example) I want to change only the alpha of the texture, can I use a another method that modulate the AlphaOp ? I thought to use D3DTA_TFACTOR (or D3DTOP_BLENDFACTORALPHA) with D3DRS_TEXTUREFACTOR like this : [source lang="vb"] D3DDevice8.SetRenderState D3DRS_TEXTUREFACTOR, D3DColorRGBA(255, 255, 255, 100) ' Alpha = 100 for example. D3DDevice8.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 D3DDevice8.SetTextureStageState 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE Or D3DTA_TFACTOR D3DDevice8.SetTextureStageState 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT[/source] But the operation seem to work with the black transparent texture. Edit : Finally I'll see it later, this is not essential for my project, my biggest problem is already solved and I thank you again for that.
  2. I don't understand why I used D3DRS_DESTBLEND=D3DBLEND_ONE to rendering the texture and I don't tried D3DRS_SRCBLEND=D3DBLEND_ONE.. It's so obvious now that I look stupid [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] Thank you very much for all your help, I'd probably still to find the problem. I haven't yet understood all the logics of blending color for the moment but it will come, I already understood the logic that you tried to explain me [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img] If that doesn't bother you I keep your code in C++, I think this is a good example for me when I will turn to this language. However, I have a last question because it's the only thing I didn't quite understand. The D3DTA_ALPHAREPLICATE doesn't allow to use vertex color because he take the informations only in the texture ?
  3. Sure, and finally the problem with blending of two colors isn't resolved. I add a new circles to show the problem when a rendering the texture with : D3DRS_DESTBLEND=D3DBLEND_ONE In fact, there is perhaps only one problem and he isn't necessarely to rendering the texture with D3DBLEND_ONE in destblend. I updated the sources in the original link, or [url="https://ssl10.ovh.net/~puissancr/sources/superposition.rar"]download here[/url] the edited sources.
  4. Hi and sorry for my absence (I had some problems with my pc). This blending stage seem to work with the RGB blending, but the Alpha stay problematic. See [url="http://hpics.li/bbb8eb3"]here[/url]. There are two problems, the alpha is too low and the blending of two color is incorrect [u]when one of two isn't opaque[/u] (In fact, in the situation the opaque color became transparent). I understood what you want to do but I'm not sure that the stage 1 is useful here (The ColorOp in the stage 1 is disable by default, so in this situation is ineffective, no ?). Edit : The problem with blending of two colors has been resolved, there remains the problem of alpha too low.. See [url="http://hpics.li/130ab20"]here[/url].
  5. Yes, I know it's possible, but I don't understand exactly how Shilbert told me to do that. Use the same texture in 2 stages to separate opaque pixel and transparent pixel (with a different blending operation for each) or 2 textures in 2 stages for blending between them ?
  6. I see, but when you add second color stage, you use a different texture (example : stage0 for 1.png and stage1 for 2.png) or is the same texture ? I don't want to modify the texture because I'll use several times (many textures and sometimes the same texture), I think it's problematic and longer to load after. It's even why I create a texture to preload all once. Also, I already found the guy who propose a librarie for dx9 in vb6, but it's incomplete (For example, I use CreateTextureFromFileInMemoryEx and he isn't added). If I don't found solution for this, I migrate probably to vb.net (It's my last solution).
  7. Yes, I thought to use D3DRS_SEPARATEALPHABLENDENABLE but D3D8 don't support this. I've searched a alternative to this but I don't find solution.
  8. Hi all, (and sorry if my english is bad). I develop a game in Vb6 with directx8, now I'm stuck on a problem and I don't know if it's correctable. To explain my problem, I create textures in format A8R8G8B8 (32bits) and filled this with preloaded textures (png). The problem is that the generated texture doesn't display a correct rendering. For example, if I draw something with transparent pixels, DirectX blending what I draw with the background color (transparent black) and so the texture rendered is darker than it should be. I can't desactivate alphablending. So I tried different operation of blending (also srcblend and destblend) and I haven't found solutions.. You can download [url="https://ssl10.ovh.net/~puissancr/sources/superposition.rar"]here[/url] the source who reproduce my problem and see [url="http://hpics.li/6cea083"]here[/url] an image of the problem. Thank for any help. Edit : You can see [url="http://www.xtremevbtalk.com/showthread.php?t=266159"]here[/url] exactly le same problem, but he hasn't found a real solution.