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About desiado

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  1. Yes and no. The VC++ directories for your project will get populated with the global value on creation. You can edit it, but if you want this edit to be persistent across all projects on your PC, then you need to edit the VC++directories in your user property sheet and not in the project properties window. To explain further, the VC++ directories is a confusing setting now because it dates back to when it was a global setting in the visual studio IDE i.e. in VS2008 and earlier it was accessed from the top tools bar, Tools ->Options. Since VS 2010 you can now override this global setting on a per project basis in the project properties window. At the same time it was also removed from the top tools bar. Now this ability to override the global settings on a per project basis, although useful, is confusing because:- a) To now edit the VC++ directories on a global basis on your PC, you need to edit your user property sheet. b) VC++ directories in the project properties window now shares similar abilities as the 'Additional include directories'. Hence your confusion. I think Brian Tyler explains it better here in his blog https://blogs.msdn.microsoft.com/vsproject/2009/07/07/vc-directories/ and also worth looking at how user property sheets work in VS https://blogs.msdn.microsoft.com/vsproject/2009/06/23/inherited-properties-and-property-sheets/ Now that said, to decide which of the two include settings to use. I think in general it is simplest to use them as they were originally designed for. That is, the VC++ directories should be treated as global paths to directories that will apply to all solutions on your PC like the VC include paths and major SDKs like the Windows SDK. Your project will automatically be set to these defaults on creation and only change this if you wish to override the default settings. For additional includes, you should use the additional includes setting, like if you need to add includes from your other projects or third party includes and anything that only applies to the local solution (game) you are working on.
  2. The VC++ Directories -> Include Directories corresponds to the environment variable INCLUDE in windows. This can be thought of as a global variable that is applicable to all solutions on that Windows PC. C/C++ General->Additional Include Directories applies to the project level only. This is the one you should use the most, because it is the setting that is persistent when porting your project onto a different PC. However, this often means you have to set it for each project.
  3. Advice Beginner? Sure

    You should congratulate yourself for just releasing a game. I don’t think the title is necessarily a big mistake (I was just giving my personal opinion) and certainly not why you’ve only got 3 installs. Make that 4 now as I’ve tried your game out. The game is good fun! Well done, and yes I see there are different games in one. If I can point out a few minor things. The instructions at the start of playing some levels tells you what the controls are, but not what you are actually suppose to achieve on that level (e.g. the china one). Also are each level suppose to just go on and on forever, like Tetris? Or is there a way to eventually win and move on to the next level. £25 on AdWords (while that promotion exists) and assuming you can easily afford it, is just a simple ‘espresso’ type shot to get things moving. I assume you want to make money out of this game as it contains adverts and also allows you to buy a non advert version. Don’t do this option if money is that short and don’t expect this to earn any money back straight away. As the article listed earlier points out, expect to put time into this, there is no free (time/money) way of promotion. I wish you lots of luck.
  4. Advice Beginner? Sure

    Some good advice from jbadams. Also the game title does not grab me either. But from your OP, the second option (for now), you don’t know how to promote your game. Have you thought about spending a little bit of money advertising if you need some quick installs to get going. Google AdWords I found best for this (Universal app campaign). They are currently doing a ‘receive £75 if you spend £25 offer’ (I live in the UK, but I’m sure they do a similar offer elsewhere). From this alone you should get well over a 1000 installs and, hopefully, some feedback.
  5. Lost Art Studios

    Sorry to here again, but if you believe this, I’m not sure what you expect people in these forums to say. I’m not really qualified to answer this type of response. I could say focus on getting funding for your game, crowdfunding even patreon or do prototyping etc. If you are not good at doing business proposals, ask help for that instead. Somehow I have a feeling you will say you realize this already and probably tried it. Sorry it’s not worked out for you.
  6. Hi, it 'COULD' be a bug in the intel HD drivers. You may have to try and 'by-pass' the problem by trying different things which produce the same result. I totally understand if this is not possible. You could also narrow down the problem with a very small program that demonstrates this bug and post in on the intel community forum. https://communities.intel.com/community/tech/graphics .This may not be enough though. The reason I say this is because I've 'battled' with intel HD drivers it the past. Some years ago I had a commercial program I was working on that would crash on certain HD graphics laptops. After much investigation I found it was pretty much a bug in their HD drivers. I posted on the intel forum with a small DirectX source code app which demonstrated this and although I got other 'non staff' members agreeing with me, I never got agreement from intel themselves. Out of interest, I'm currently battling weird 'Out of video memory' errors on a computer with an intel HD 530 but works fine on other graphics cards I'm not against Intel, I think their HD graphics have brought fast 3D graphics to many low budget computers and laptops - but their drivers are a bit unreliable. You only have to read their forum to realise this. Thanks
  7. Lost Art Studios

    Sorry to here. If you already realized what I was saying, can I presume you have not hired a programmer because your company can not afford one? If so, apart from creating it yourself, I totally agree with you that you are really going to struggle to get YOUR EXACT game created for YOUR company for free. Kavik Kang: I don't have any money to pay other people, I am barely getting by myself since I stupidly devoted my life to become the best in the world at a job that doesn't exist. If you read my post in the "One Vision" thread you'll see that I was a part of the group of people that invented the form of collaborative game design that the computer game industry uses today. The first few games of the PDU are meant to be made that way. Only Territories and Mission are "fragile" and need to be made mostly my way or they won't work at all, but the first three games of the PDU are intentionally very simply and open to "interference" from others. Addressing that issue has always been a part of the plan of the PDU.
  8. Lost Art Studios

    I love the amount of dedication you are giving to your field of work but if I may help in some way, it sounds like you realistically need to hire a programmer to produce your game. It would be difficult to ask an experienced programmer to work for your company and on your designs for a year for free. Even if there is 'possibly' some payment after it is finished and profitable, this is still not much of an incentive. I personally would just want to work on my own projects as a hobby and I'm sure many other programmers here would feel the same. You could have a programmer partner in some project but be prepared for them to have input into the game being created . Otherwise you may be better doing it all yourself. You don't need to be AAA programmer to produce a profitable game, BUT you WILL need to be good at the business side if you want your company to be a success. I wish you best of luck.
  9. Yes or a compiler targeting for that system. The C++ source code is the portable bit and not the .o, .lib and .exe files the compiler generates. As for loading image files. Agree with what has already been said. For portability, some kind of virtual file system will help. Either use someone else's or write your own, it doesn't have to be that complicated. The point is, in your game code you must not make assumptions about where your resource (files) originate from. Keep your reading and writing wrapped in some class. void LoadGameInfo() { CMemoryBlock* myBlock = myVirtualFileSystem.LoadFile("mydata.dat"); .. On your PC version of the virtual file system class, it would be loading the file via fopen() / fread() calls, and on Android it would look more like AAssetManager_open() / AAsset_read() etc. Also on portability, PLEASE DO NOT end up with code littered like this #ifdef _WIN32 ... #elif __APPLE__ ... #elif __linux__ .. #elif __ANDROID__ ... #elif __IOS__ ... #endif The code will soon become a mess and in a years time you won't understand it. If you design your game/engine properly you can cut this type of code down to virtually none, even in low level classes like virtual files systems.
  10. Yes mobiles/tablets have different resolution screens and more importantly different aspect ratios. What I do is create the render buffer to the same as the full screen resolution of the device BUT up to a maximum size at which point I use up-scaling, Currently the maximum is 720p on mobiles for me. You might want to read this (applies to Android) https://android-developers.googleblog.com/2013/09/using-hardware-scaler-for-performance.html Now the real problem is the different aspect ratios. It is best to create your render buffer at the correct aspect of the device and make you game handle this but you 'could' have black bars (not something I would do myself) but please base it on 16:9 aspect not your current 4:3 !
  11. How can I ever have time to finish my game?

    Make smaller games. Virtually everyone will start out making a game too big for them to complete. You have to be very realistic about what you can achieve in your time. Spend a week/month noting down how exactly you spend your time. Start something you feel you could finished in a couple of weeks, really small project. See how it goes, then step up to something a little bit bigger. If you need to earn money in order to live then I seriously do not recommend just relying on some future game to make you money, have a job, even if it's part-time. Very important advice.
  12. How to make 8-bit sprites out of 16 or 32-bit ones?

    Hi, yes I think the original question was really saying ‘How do I convert modem created sprites to look like they belong in an 8bit system’ RATHER than ‘How do I make 8 bit sprites from 32 bit ones’. If so, this is more of a art type question. I’m not an artist, but out of interest I took one of your images you supplied (the right one in 5WRTv) then In Gimp software I did this:- -Reduced the scale by 50%, -Converted the image to ‘Indexed mode’ ( from RGB) and set the colour palette size to 4. -I then converted back to RGB mode -I then did a hue and saturation shift to make the colour match your game boy version. I ended up with this (see attachment, left image). As mentioned, you would then need an artist to make it look better. If I may bore you with some technical information because I think you may be a bit confused. The term ‘8 bit’ on a ‘8 bit system’ is actually referring to the size of the ‘data bus’ that connects the CPU to the RAM, and ABSOLUTELY nothing to do with the format or resolution of the sprites on the system. 8 bit (1 byte) per pixel graphics really means a sprite which can use up to 256 palette colours. Typically old ‘8 bit systems’ only had a maximum palette size of 4 to 64 (depending on what system). Ironically the modern looking image I converted above was already less than 256 colours so could of already been stored as 8 bit (1 byte per pixel) raw format image file. Hope this has helped.
  13. Trap.io [Android]

    Hi, I liked it! good arcade fun. If I could point out a few things, but otherwise good stuff. -The instructions 'how to play' section needs to visually show what all the game items are. I had no idea what a 'orb like powerup' looked like initially. It was 'game over' about 10 times before I really understood what to do. -It seems if you touch the hollow circles 3 times it's game over. It doesn't tell you this anywhere or how many 'lives' you have left. Also there's not much feedback that you have lost a life, only when you die. -The game starts too hard. Way too hard for me... You need to go full speed away from the hollow circles from the outset, else game over. Perhaps progress should be more gradual. It seems within 30 seconds you have a dozen circles chasing you only for another one to suddenly appear in front of you in the direction you are running away to. Game over! Hope this of help.
  14. C++ comparing 2 floats

    Your epsilon value is really too small to do meaningful general float comparisons. floats are only 32bits, so there are not enough bits for that precision especially with larger float numbers. A value of 0.0001 would work better but be WARNED! there are many situations where this is still a problem and in general you don't want a fixed epsilon value as larger float numbers have less precision. Also you need to consider things like float EPLISON = 0.0001f; float a = 123.00015f; float b = 123.0001f; if (fabs(a - b) < EPLISON) { std::cout << "Same" << std::endl; } float d = a * 100.0f; float e = b * 100.0f; if (fabs(d - e) < EPLISON) { std::cout << "Same" << std::endl; } In this case a ==b but c!=d although c = 100*a and d = 100*b See here about float comparison problems https://bitbashing.io/comparing-floats.html http://floating-point-gui.de/errors/comparison/
  15. I would create the thread once and make a semaphore which the thread waits on. Then I would signal this semaphore each time I wanted the thread to wake up and process new work for it. Once the thread has completed the work it would then wait (sleep) for the next signal.
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