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the incredible smoker

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About the incredible smoker

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    3D Artist
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  1. the incredible smoker

    Looking for help on starting a rather large project

    Exactly, bugs that might appear, even if it is not a bug, i dont like the way it works, to slow physics etc, you dont have to expect precise timing. I better have a bad looking game that plays perfect then a game that has cars riding in/thru objects then later adjust the position back when they found out it already hitted something. Maybe i should make a topic about to learn how to load next stage in background. Also a CD spinning while loading looks also nice.
  2. the incredible smoker

    Add floor in skybox

    Hi, as requested a re-post ( i dont know why the whole topic can not be moved by admin ? ) Here it is : //----------------------------------------------------------------------------------------- Hi, i am very intrested in this topic. If you look to a PS2 game like resident 4, you will see the skybox also have clouds passing by, very nice made. ( i cant find a youtube movie of the last level, they dont look to the skybox ) Anyways this is how i have my skybox with all my super simple tricks : No floor, the level will generate the horizon. No looking up either, there is a empty spot, the background wont be cleared so it remembers the last drawn pixels, you could clear the screen, only it is very cpu demanding, for a simple level you could, then have alpha values in your skybox to blend towards the sky and floor, you need to add some extra vertices for that. I made the skybox have selectable wall ammount, from box to cylinder, so it wont look super warped in the corners like a skybox. The skybox has always the camera position, so it wont move, rotation would look a dumb way to move the clouds. The textures are mirrored in a selectable ammount, can set how many times you want the texture repeating. Still no perfect skybox, i hope you find out some more or someone will post it ( i bet the pro`s are typing on skyboxes instead of posting here ). You could make to load mountain mesh also in the skybox, or some planets and astroids in the skybox. Still i have exact the same question as you : how to make a flat horizon ? Look at this movie its for sega saturn so it should be doable very simple somehow ::
  3. the incredible smoker

    Why are member variables called out?

    Some compiler can also do : void myclass::func( float x , float y ) { x = x; y = y; } Would you use that ?
  4. the incredible smoker

    Add floor in skybox

    Hi, i am very intrested in this topic. If you look to a PS2 game like resident 4, you will see the skybox also have clouds passing by, very nice made. ( i cant find a youtube movie of the last level, they dont look to the skybox ) Anyways this is how i have my skybox with all my super simple tricks : No floor, the level will generate the horizon. No looking up either, there is a empty spot, the background wont be cleared so it remembers the last drawn pixels, you could clear the screen, only it is very cpu demanding, for a simple level you could, then have alpha values in your skybox to blend towards the sky and floor, you need to add some extra vertices for that. I made the skybox have selectable wall ammount, from box to cylinder, so it wont look super warped in the corners like a skybox. The skybox has always the camera position, so it wont move, rotation would look a dumb way to move the clouds. The textures are mirrored in a selectable ammount, can set how many times you want the texture repeating. Still no perfect skybox, i hope you find out some more or someone will post it ( i bet the pro`s are typing on skyboxes instead of posting here ). You could make to load mountain mesh also in the skybox, or some planets and astroids in the skybox. Still i have exact the same question as you : how to make a flat horizon ? Look at this movie its for sega saturn so it should be doable very simple somehow ::
  5. the incredible smoker

    How do you call a player in a strategy game?

    You are still the player, and you wont call other classes the player, so why not call it player.
  6. Hi, i am using DirectX 9, i have the problem that i can not make a audiopath with only 1 channel, why does it not works ? I like to play some explosion sound, only when shooting many enemys the sounds will layer on top of eachother resulting in very loud sound. if i use this : IDirectMusicAudioPath8* p3DAudioPath = NULL; g_pPerformance->CreateStandardAudioPath( DMUS_APATH_DYNAMIC_3D, // Path type. 64, // Number of performance channels. TRUE, // Activate now. &p3DAudioPath // Pointer that receives audiopath. ); And then set the 64 to 1, it dont works, i dont react on that argument, exept when filling in 0, then it gives error. The same is for the InitAudio function : g_pPerformance->InitAudio( NULL, // IDirectMusic interface not needed. NULL, // IDirectSound interface not needed. NULL, // Window handle. DMUS_APATH_DYNAMIC_STEREO, // Default audiopath type. 64, // Number of performance channels. DMUS_AUDIOF_ALL, // Features on synthesizer. NULL // Audio parameters; use defaults. ); if i init this with value 1 instead of 64 it also wont react. When the DMUS_AUDIOPARAMS are filled with 1 channel it does work. Is this some known bug ?, what can i do to solve this ? thanks in advance note : code copyd from this tutorial :http://www.gdwm.net/onlinebook/Directx9SDK/htm/step1createtheaudiopath.htm
  7. the incredible smoker

    A quick question about create a Weapons class

    Since its for a weppon, you do need a virtual class, for other stuff : dont make yourself difficult, makes life simpler.
  8. the incredible smoker

    A quick question about create a Weapons class

    Dont make yourself difficult since you dont know yet, then what do you wanto do : place the base class in a common folder file ? All wrong. Why cant you type 2 classes and have some stuff double at first, maybe once your done you can see wheres the overlap, only its not needed so why would you.
  9. the incredible smoker

    Seeking to learn by doing - Creating art for games

    So please ditch the fantasy RPG stuff, here only mechy techy spacey robot spaceship ( 100% mechanic design, nothing natural ) You want ?
  10. the incredible smoker

    Make a worm move ?

    Thank you, it looks like the exact thing i need.
  11. the incredible smoker

    Make a worm move ?

    Hi, thanks for the reply. The spheres move, its a enemy for a side scroller, its a space game so the worms are flying. The worm dont grow or shrink, and you can not destroy the pieces 1 by 1 ( yet ), i would be happy as it is moving. I use atan2f to get rotation towards the enemy, then let the worm head rotate slowly towards the enemy, the worm is always moving forward. With sin & cos the direction can be calculated, now i only need the 4 extra body pieces to follow the worms exact rotation and direction while staying in shape. The head X position = 0, second part = 50, third part = 90 fourth part = 130 fifth part = 170. I like to make it efficient as possible to have many worms in screen together. I make the head rotate smooth so the worm wont go 180 degrees backward thru itself, The thing i want to try myself is having each piece follow the same program, the problem is there is no fixed framerate in windows with DX9, all frames have different timing, so when windows goes on the background doing some things, in my method the worm pieces will not be exactly in shape no more, there might be some space between the pieces eventually in a bad case. I hope you can suggest me some methods, thanks.
  12. the incredible smoker

    Looking for help on starting a rather large project

    Wow that game looks amazing, it makes my games look like crap. Multithreading sucks anyhow, that game also dont look like a multithreaded game. I hope one day i will make a game like that.
  13. the incredible smoker

    Make a worm move ?

    Hi, i have made some simple worm graphics, now i want to make it move. The worm consists of 5 seperate sphere like meshes : 1 big sphere as head 3 medium spheres as center body parts 1 small tail piece It is a enemy worm that moves towards you in 2D, so theres only 2 axis ( X & Y ) The worm has the desired rotation value, the head already rotates towards the player. Now i like to make the movement go where the head is pointed, and make all bodyparts follow. What would be the most efficient way to do this ? btw : i use DX9 thanks in advance
  14. the incredible smoker

    Looking for help on starting a rather large project

    btw : i hear from friend unity is getting update to make performance faster. May i ask what you have done already ?, dont tell me you have no cars riding yet. Did you download such physics packet in your computer ? To bad unity is not C++ so i cant help you.
  15. the incredible smoker

    Looking for help on starting a rather large project

    That unity engine is about the same as some game-maker program. I can not believe the original version is make with that, so you have a nice drop and drag program wich makes games for you, Why would it be impossible ?, just drag and drop, you dont have to test anything because it will run crap for sure, i myself dont use unity because coding yourself is much better and runs smoother. I hear from several gamers that most games with unity are not fast running. ( i dont have such a good computer to run any modern game )
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