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slmgc

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  1. [color=darkred][b]MusicBox PRO[/b] is [b]ON SALE NOW! 80% OFF![/b][/color]
  2. I'm collecting feature requests for the next version of MusicBox PRO, so if you have one, make sure I know about it! [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img]
  3. I've [url="http://www.theunitytoolbox.com/musicbox-pro/"]added MusicBox PRO[/url] to the fast growing list of assets at [url="http://www.theunitytoolbox.com"]the Unity Toolbox[/url] - very cool catalog of assets for Unity3D! Hope to see your assets there!
  4. I've tested [b]MusicBox PRO[/b] with [b]Unity 4[/b], so it is official now: [b]MusicBox PRO works nicely[/b] with both [b]Unity 3.5[/b] and [b]Unity 4[/b]!
  5. [b]MusicBox PRO 1.1 is released![/b] It includes some [b]API changes[/b] and a [b]demo scene[/b] which shows an example of [b]in-game track controls[/b] and dynamic tracklist initialization from the folder. [b]MusicBox PRO 1.1[/b] now also includes [b]10 beautiful music tracks[/b] from the great fantasy composer [b]Mattias Westlund![/b]
  6. I've submitted for review a new version of MusicBox PRO with an example scene which shows how to initialize tracklist from the folder in run-time and also shows an example of in-game track controls.
  7. I've attached the MusicBox PRO API Reference, so you could see all of it's public methods and properties.
  8. [COLOR="darkred"][SIZE="4"][B]Latest update [December 3, 2012]:[/B][/SIZE] [B]MusicBox PRO[/B] is [B]ON SALE NOW! 80% OFF![/B][/COLOR] [b]MusicBox PRO 1.1[/b] now also includes [b]10 beautiful music tracks[/b][/color] [color=#b22222]from the great fantasy composer [b]Mattias Westlund![/b][/color] Hey there, fellow developers! ;) While I was working on my new game project, I was looking for a good music player in asset store for easy music management. But, sadly, there were no music players which had all of the features that I needed. So, I've decided to write one myself. No sooner said than done [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] Let me introduce my new asset for music management: [url="http://u3d.as/content/slmgc/music-box-pro"]MusicBox PRO[/url] is a handy music player for easy integration into your game projects. It is written in C# with a nice set of features, such as: 1. Tracks shuffling 2. User-friendly interface 3. Unity & Unity Pro (versions 3.5 & 4) support 4. Tracks crossfading with configurable fade time 5. Multiple playlists and MusicBox instances support [url="http://forum.unity3d.com/threads/156160-RELEASED-MusicBox-PRO"]Unity3D forum thread[/url] P.S. I hope that you'll find it useful, guys [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  9. [quote name='tom_mai78101' timestamp='1349611963' post='4987656'] I cannot express my depression more than I can fathom. I lost my chance to get an interview, all because of a stupid Gmail... When I found out about it, the interview was held on 10/3, I was 4 days late. Now, I am officially poor. God, I hate my luck. End. [/quote] Hey, don't be so sad! Maybe it's all for good and you'll just get a much better proposition in a week or two ;) P.S. If you think you have a bad luck, just watch the story of [url="http://www.youtube.com/watch?v=Dmahlc6n9_A"]Jonny Kennedy[/url]. P.P.S. Don't worry, be happy
  10. [quote name='lride' timestamp='1349570746' post='4987539'] I need to know how conditional statements, loops and etc translate into assembly. Where can I learn some assembly? [/quote] You should definitely read [url="http://www.amazon.com/Code-Optimization-Effective-Memory-Usage/dp/1931769249"]Code Optimization: Effective Memory Usage[/url] by well-known code-hacker Kris Kaspersky. One of the best books on the subject you want to know.
  11. [quote name='axelkjata' timestamp='1349464666' post='4987220'] I was thinking of making the graphics myself, and using tilemaps with graphics similar to that of Final Fantasy ([url="http://allgamesplayed.com/wp-content/uploads/2010/02/ff1.jpg"]http://allgamesplaye...2010/02/ff1.jpg[/url]). But even this could take up a lot of time in the project which could be used for coding. [/quote] Btw, do not waste time with drawing the art by yourself (unless you are pretty good at it). Just do the programming. For character sprites you can use some resources from: [url="http://www.famitsu.com/freegame/tool/chibi/index1.html"]http://www.famitsu.com/freegame/tool/chibi/index1.html[/url] and [url="http://www.famitsu.com/freegame/tool/chibi/index2.html"]http://www.famitsu.com/freegame/tool/chibi/index2.html[/url]
  12. [quote name='axelkjata' timestamp='1349462461' post='4987205'] Anyone have a rough idea of how much could be accomplished on average in 6 months, assuming something like 15 hours work a week? [/quote] Simple 2D games require as much as ~40 hours of programming (without any fancy stuff). So, you could assume, that after ~3 weeks you'll have a playable tech-demo of your zelda-style RPG (simple map of the starting location, moving your character and NPCs, maybe transitions between locations or a simple inventory management). If you'll be programming for several months you could have much more time to polish it's gameplay. My advice: go for it, do not be afraid ;) Edit for the minusing one: Haps, I do have examples of the fast (about 40 hours) game prototyping, like ones from [url="http://www.ludumdare.com/"]http://www.ludumdare.com/[/url] and [url="http://www.pyweek.org/"]http://www.pyweek.org/[/url] and what about you? Care to backup your minus? ;)
  13. [quote name='BUnzaga' timestamp='1349664336' post='4987842'] slmgc, From what you are describing, it sounds like you are putting your actions into a queue or list of some sort, is that safe to assume? Then when you 'remove' or cancel the action, it removes only the one associated to that set or index. It is an interesting approach, it sort of turns duplicate actions into unique actions via your indexing (set) system. Thank you for sharing that with me. [/quote] You can use bitwise operations on the "action" flag, for example: you have two keysets (1 and 2). Action flag will be 0 when no associated keys were pressed. When an action event comes (from keyset 2, for example), you set a bit flag with an index of the keyset for this action (so the action flag becomes 0010). When comes this action-event again, but with another keyset (1), you set a different bit (so now you flag is 0011). When a user releases a pressed key, you receive a reset event for this action for specific keyset (let it be 2), so you reset a specific bit of the action flag (it becomes 0001). When a user releases all pressed keys on all of the input devices, you just reset all of the bits of the action flag (so it becomes 0 again). The main plus of this approach is that you just have to compare if a specific action flag is zero or not, if not, then some key (associated with this action) from one of the input devices is pressed, if the flag becomes zero, then this action ends. Hope this helps ;)
  14. [quote name='BUnzaga' timestamp='1349523447' post='4987363'] So say I bound 'key_w', 'key_up', as well as 'mouse_2' to the action 'forward'. So now if I press either of those keys, or the right mouse button, the 'forward' action will happen, meaning, the player will run 'forward'. So now say I press all three, this works fine, because they all do the same function. But what happens when I let go of the right mouse button? In code, it would send through a 'mouse_2' event with the data 'false', which should cause the player to stop moving forward, unfortunately, both key_w, and key_up, are still down... Is there any way to tackle something like this? [/quote] Hey I myself usually do this: I have an array of "actions" associated with keys, like "run forward", "jump", etc. And I do have several "keysets" which are bound to same "actions". Something like: { "Jump": ['space', 'button 1'] // "action": [set_1, set_2] "Run": ['shift', 'button 9'] // "another action": [set_1, set_2] ... } So, when I press any button, from any input, my engine sends an "action" event, associated with this button. And with the event I also send the index of the "set", which activated this event. For example, if I press "space" on my keyboard it sends something like: (action: "jump", keyset: 1) and when I press "button 1" on my gamepad, it sends the same "action-event", but with different keyset index (2 in this case). And now my InputManager can figure out which key was pressed and if I will press down "shift" AND "button 9", and release "shift" after that, InputManager would know, that the released button was from another set and will not switch off the current "action".
  15. [quote name='azonicrider' timestamp='1349146928' post='4985933'] I have tried LOVE and I like it, but I want to stick with Perl. [/quote] My favorite language is python, but I had to drop it in favor of Love2D/lua, because of python's bothersome packaging of a game project into a single executable file for different platforms. In order to keep going I had to choose another tool. So, you have a choice in this situation: stick with perl and get delayed (maybe for a long time without any progress) or change your programming tool to a more appropriate one and keep going on. A language/compiler/whatever is just a tool for a programmer. Have you ever seen any worker, who says something like: "You see, I'm used to my screwdriver, so I'm not going to use this hammer"? Just my 2 cents [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img]