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lavalamp360

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About lavalamp360

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  1. Hi there. I have a small game that I have written in Python using the Pygame library. I'm now banging my head against a wall because I am having significant trouble trying to figure out how users can install my game. I currently am using the default setuptools method of Python distribution but it always errors out when trying to downloads the Pygame dependancy. Since Pygame is not on PyPI, it has to be downloaded from its Git repo, and it will not install it.   Here is my setup.py script: from setuptools import setup setup( name = 'SpaceInvaders', description = 'Its space invaders...', packages = ['spaceinvaders'], package_data = {'spaceinvaders': ['data/*']}, install_requires = ['pygame'], dependency_links = ['https://bitbucket.org/pygame/pygame'], ) It fails to install pygame every time.   I have also tried freezing tools like py2exe and pyInstaller. However, every example I can find only deals with a single .py file. My game is a package with about 7 .py files including an __init__.py and a __main__.py. I have not been able to find any info on how to build an entire package like this into a .exe.   Any help is greatly appreciated. Thank You.
  2. What method would be the best way to store settings like you would find in an options menu like resolution, vsync, etc? XML, INI, JSON, or even a small database perhaps?
  3. lavalamp360

    Browser game development: Flash or HTML5?

    I have heard a lot about Haxe and it definitely sounds interesting. I remember hearing that the developer of Papers, Please reportedly wrote that game in Haxe. Is the language better suited to modular development than JavaScript?
  4. lavalamp360

    Browser game development: Flash or HTML5?

    Since it seems pretty clear that HTML5 is the better technology to use going forward, does anyone know of any good development tools/environments for game development in HTML5? One of the things that was initially drawing me to Flash was the wealth of development tools available that make game programming intuitive (and Adobe's own Gaming SDK). Since HTML5 is still relatively new, there doesn't seem to be much in the way of development environments and the JavaScript language (in my opinion) is just not well suited to game programming or development of large applications in general. At the moment I am currently working with the basics such as a text editor, Chrome's debugger, and IIS. While it works, more sophisticated tools (for debugging especially) aimed towards application development would be nice.
  5. If you're planning to use MonoGame, be warned that you will probably want to install XNA as well as MonoGame still has some dependancies on its content pipeline. Font rendering in particular is a problem because there is no way to do it in MonoGame without either using XNA's content pipelin or implementing your own font renderer.
  6. I've started developing some browser games to increase my skills at game development and while I know this topic is largely subjective, is it a better choice to use Flash or HTML5/Javascript? I have been writing my current game in Javascript using Phaser and although all I hear is how flash is dying and HTML5 is the new king etc. It doesn't seem that much in the gaming world. On hosting sites like Kongregate for example, there seems to be about 50 Flash games for every HTML5 game. If I were to develop games with the intention of uploading them to sites like this, what would be the better choice?
  7. lavalamp360

    libGDX weird SpriteBatch error

    Nevermind. I figured it out. Just in case anyone else experiences the same problem, you apparently cannot initialize libGDX objects in this way. You must initialize them in the create() method which is basically a replacement for the constructor. 
  8. lavalamp360

    Completely new to this, where to start?

    Don't focus too much on an engine. Focus on the game. Engines and programming languages are just tools to achieve the end product.   For your situation I would recommend picking up the free version of Unity and watch some tutorials on learning the workflow of game development. This is the best way to approach it 0 prior programming experience but you will still need to know the basics and enough to create scripts for your game objects. There are some free scripts available on the Unity asset store for general purpose things and you can just modify those to your liking but I can assure you that you will need to write some of your own code to get the desired behaviour out of your game.   Aside from programming, Unity has many tools with graphical user interfaces that substitute a lot of the programming required for things like physics, rendering, collision detection, audio, etc.   Bottom line is you should watch a couple programming tutoials to get the basic concepts down (unity supports C# and it is a great language to start with), and watch some tutorials on how to use Unity. The official tutorials are great as well as Brackeys'
  9. I started using libGDX recently and started making a Pong clone to start with it (its how i get used to/learn new frameworks).   Every time I try to create a SpriteBatch object like so: SpriteBatch batch = new SpriteBatch(); I get this bizzare compiler error:   Exception in thread "main" java.lang.UnsatisfiedLinkError: com.badlogic.gdx.utils.BufferUtils.newDisposableByteBuffer(I)Ljava/nio/ByteBuffer; at com.badlogic.gdx.utils.BufferUtils.newDisposableByteBuffer(Native Method) at com.badlogic.gdx.utils.BufferUtils.newUnsafeByteBuffer(BufferUtils.java:517) at com.badlogic.gdx.graphics.glutils.VertexArray.<init>(VertexArray.java:59) at com.badlogic.gdx.graphics.glutils.VertexArray.<init>(VertexArray.java:50) at com.badlogic.gdx.graphics.Mesh.<init>(Mesh.java:145) at com.badlogic.gdx.graphics.g2d.SpriteBatch.<init>(SpriteBatch.java:93) at com.badlogic.gdx.graphics.g2d.SpriteBatch.<init>(SpriteBatch.java:72) at com.********.**********.GameMaster.<init>(GameMaster.java:18) at com.********.**********.Main.main(Main.java:18)   I cant seem to figure out what the issue is. I've included all necessary .jar files to the build path too.
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