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About Luminous

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  1. Luminous

    Dream Sower - DBP Entry

    Hello Everyone! Dream Sower is about building dreams and fighting nightmares. Players will be placed in a dreamscape, where they are given control of the Dream Sower - a unique interface to manipulate dreams. Appearing as a small robot in the dream, the Dream Sower has the incredible power to see nightmares as they approach and fight them off. The Dream Sower strives to protect the dreamer from nightmares and keep him interested in the dream around him. And what's a dream without something interesting to look at? The Dream Interface can pick up dream seeds dropped by nightmares and use them to alter the dreamscape, creating landscapes that will keep the dreamer happy and interested. Dream Sower features unique gameplay, multiple seamless levels, a morphing landscape, easy expansion, a dreamy soundtrack and more! Start building dreams today! There is a PC and Xbox 360 version(the game plays much better with a gamepad IMO). Dream Sower Here is a fairly outdated video of the gameplay: Video Here are some screenshots of what it currently looks like: But if anyone has a PC/360 and a couple minutes, please try it out! [Edited by - Luminous on July 5, 2007 10:23:31 AM]
  2. Luminous

    [.net] XNA Drawing Sprites

    all you need to draw transparent sprites is to use a texture that has an alpha channel, then use alphablend as your mode, and it'll do it automatically.
  3. Luminous

    Creating Trial Versions

    Instead of having all this trickery or whatever. Just have a compiled exe that is a demo, and then a compiled version that's the actual full game that they can download after they buy the game. That way, you can disable things directly in the code by use of pre-compile directives and the such, and not even provide all the media, but just enough media for one level or section. It's probably still crackable, but it'd be much more annoying and harder to do.
  4. Luminous

    Alpha Testing vs. Depth Testing

    I may not be 100% correct but I thought depth testing was strictly for determining if a pixel should be drawn or not depending on its position in space. And alpha testing is just for testing the alpha color of the pixels/primitives/textures to be drawn. Depending on the function and value you specify. So if you have a compare function of greater, and a value of 0, you would draw all pixels with an alpha value greater than 0. So they both get rid of pixels or whatever, but they have different purposes.
  5. Luminous

    Drop in Performance

    I figured it out. I had made a lot of changes to my Texture and TextureManager classes. My Texture class had a couple lines that I was testing out and didn't change back. And it slowed down access to the textures. It was a performance drag because my input would be very laggy, and all of my movement is time based, I'd jump with a character it would go off screen for like 5 minutes.
  6. I've been implenting my game for my final project of a game development class. It's a fighting game and as i've added in more animations, performance of the game has really dragged. I'm not sure how many textures you should have loaded at once but each fighter animation has 30 frames to it, and they're all stored in seperate files. My computer is relatively good(can run Oblivion with better than average settings, 1024x768) and i'm trying to what the heck is going on. My FPS meter still reads damn high and i don't understand or know what could cause it. Right now I have 13 animations in the game loading, so 390 frames aka seperate textures...i have a big feeling that this is the problem but i am hoping it is not. The bad performance stays even when i turn off rendering of any besides debug text. I only make about 5 2D drawing calls and 1 3D call. Any ideas?
  7. I'm currently creating a Fighting Game for a Final Project in a Game Design & Development class. My game has roughly 25 animations per character and is a 3D world with 2D fighting game sprites. I have a class called "Sprite" that handles the rendering and control of a simple sprite object and then an extended class called "AnimationSprite" that inherits from "Sprite" and adds the ability to animate the sprite. The animatedsprite has a structure called "Animation" that defines a single animation that can be using one texture or multiple textures for animating the sprite, and a time length. I can play, stop, loop a number of animations. What would the best way to control the fighter's actions and animation? Instead doing an overly complex if...then statement manually checking every possiblity of movement and input i'd like to have general rules setup so adding animations would be relatively simple and not require editing tons of code.
  8. The idea of immersing the player into such a dynamic and realistic environment is captivating but you have to think about the casual user. I've pretty much all the MMORPGs that have been released in the last 6 years including UO, EQ, DoAC, PS, SWG(original, not the new crap), WoW, Matrix, and numerous others. EQ was a hit because the genre was relatively new, every other mmorpg release was generally the same thing but with a couple setting changes. And most of the games were atleast "somewhat hard", i know EQ was, i hated dying so much cause it F'ed you up. If you look at WoW, they've had over 6 million subscribers(thats just saying how many people bought the game, im sure the active user list is probably in half of that). The game is totally easy, you have the WarCraft world, and Blizzard is company known to make outstanding games. Yeah you can start farming forever in WoW, but it's relatively easy to get to level 60, and a lot of things are just by luck on the draw for finding good items, or rolling on drops(until high lvls). I got to lvl 60 in 12 playing days, EQ took closer to 25-30 days atleast with a whole new player not being helped. A world like you idea would be great for a hardcore gamer, but I woulnd't think it would be for a normal user because it would require much more attention to detail, and/or skill.
  9. I'm sure this has been asked a million times but I am trying to write an exporter for Poser that exports to the dx x file format. Poser has built-in python scripting support and has a lot of functions for manipulating and interfacing with the models in the program. The joint/skinning information it lets you obtain are the Joint Vertex Weights and the Twist Vertex Weights. From looking at other files of x format, it seems that each "weight" is just one value but in poser the functions JointVertexWeights and TwistVertexWeights are actually vectors. So one part of the mesh has 200 vertices, the weights for the mesh will have 2 components for the joint vertex and one for for the twist which will always give you one x,y, and z component. All the matrix transformations for the meshes are given too. Anyone got ideas on how to use this information to correctly export some skin information on the poser model?
  10. Luminous

    Modelling 3D Arena

    I am modelling a simple arena(like a football, basketball arena) for a fighting game I am making, in 3d studio max. I am trying to model the inside. Is there anyway I can flip the normals of the shapes(using a half sphere for the dome, and a cyclinder for the outside) to allow lighting in the inside? I will be exporting to X file format for use in my game.
  11. I figured that much, ProcessVertices() seems okay but I think it would have to be more on a precalculated level. It's just a general problem I've had trying to animate some 3d models. Poser seems to not export bone information with any of the export formats it has so I'll look into writing my own export plugin with it's python library. Also, using the PandaX Exporter for DirectX Files in 3D studio max seems to cause problems when trying to include animations and bones. I can export a .max scene as a single mesh and it will render correctly with materials, textures, and everything else. When including the animations and bones, when rendering the X format cause tons of warping and spikeyness within the model. I guess there is something about the limit of bones or weights with the X format but I'm not sure. I'm really just trying to find a good way to use Poser models and their animations altogether but if need be I can animate the models in 3ds max and export to X file format.
  12. I am using Vertex Blending/Tweening techniques in DirectX whether you do it by shaders or through normal rendering states. The question I have is that is there anyway to retrieve the mesh/model generated by the tweening for use in Collision Detection? The only way I can think of doing it is manually tweening every vertex but my models have tons of vertices(poser models), so that is definitely out the question. Any thoughts, ideas, comments on the matter?
  13. Luminous

    [RESOLVED] VB.NET Referencing DX9

    msdn.microsoft.com/directx download the DirectX 9 SDK....depending on what version of VB .NET you have, you might not be able to use the newest SDK release. I think if you VB .NET 2003 or later, you should be fine.
  14. I may not be 100% sure but there are tons of different options companies I see use for creating they're 3d models. For the most part, the big companies will be able to afford the acclaimed 3d packages of 3dsmax or Maya because they come at a very hefty cost. Some cheaper or free alternatives could be a lot of 3d modelling programs used for game MODs (like Milkshape 3D) or the gmax tool. Others can make their own simple 3d modelling program which will be adequate for their own needs. When bringing it into a game, I've seen most quake model type formats used and in some cases the X file format for DirectX. But generally the solution is on a case by case basis.
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