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desiado

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  1. desiado

    Messagebox gives errors after compiler installation

    Not sure vs2017 will work on xp though.
  2. desiado

    Messagebox gives errors after compiler installation

    Ok, If you have a lot of other compile errors, then just set the project properties character set to multi-byte (ANSI) rather than Unicode and hopefully it will fix most of your compile errors. This was probably the setting you had it in VS 2003? BTW I legally sell a commercial app done in VS 2017 AND with Directx9
  3. desiado

    Messagebox gives errors after compiler installation

    Sounds like a genuine compiler error. If your code is reading something like LPCWSTR myString= “some text”; Just add a L before the string LPCWSTR myString = L“some text”; A LPCWSTR points to 16 bit wide Unicode characters whilst char[] (I.e. char*) points to 8 bit ANSI characters. See here for more information. https://msdn.microsoft.com/en-us/library/windows/desktop/ff381407(v=vs.85).aspx I’m not totally sure of the setting you are referring to, but you can set the character set for your project to ANSI (Multi byte) or Unicode. This setting can be found in the project properties, general character set in visual studio. Also why are you not using a newer version of Visual Studio like 2017 community?
  4. This is my story on how and why I programmed games and got into the games industry. For me, it all started with the home computer revolution which happened here in the UK during the early 1980s. It almost seemed compulsory that all households had to buy a computer - ours was a Acorn BBC micro. The user interface on these computers was primitive and you needed some technical knowledge just to use them. Books and magazines taught you this and encouraged you to learn more, however, most people just played games on them including myself which I loved! Initially I had limited access to games, so my Dad brought a book of 20 games that you had to type in yourself into the computer. These games were in BASIC and was suppose to have an element of learning about them. Anyway I typed them in and got them working... eventually. After many months of doing this, you get a feel of the code you're entering. When you see a few lines of code which kind of read. lives=3 .. .. Def proc TouchedAlien lives=lives -1 if lives = 0 then goto GameOver It doesn't take long to work out how to modify the code in order to cheat at the game. Also I started to modify the code more to add features and also brought a book dedicated to learning BBC BASIC. I started making my own primitive graphics games and text adventures. I would typically write something in a weekend or week. Some I finished others not but overall I got reasonably good at this. However, my games were very primitive and ran slow. I found out commercial games weren't programmed in BASIC but instead programmed in something called Assembly. For me, owning a BBC micro, it was 6502 Assembly. I dabbed in and out trying to program in 6502 but it completely baffled me. Total hieroglyphics! It made no sense. There wasn't really many resources available teaching you this advanced stuff at the time, but with a lot of perseverance and trial and error I eventually got there. There really was a moment when it all clicked. Suddenly I understood it! Programming up to then was an occasional hobby and I still mostly played games. However because of my new found skill my life was about to change. I stopped playing games and became absolutely obsessed with programming assembly languages and mastering it. I use to lay in bed at night spending hours thinking of the fasted sprite routines I could do. New computers came along and I got hold of a cheaper model Archimedes and learnt ARM assembly. I then wrote a game in ARM Assembly which was near 'commercial' quality. I didn't approach any publishers about it though because I was shy, naive and also perhaps understanding that writing commercial games was a full time job - I was still a kid at college. I had signed up to a BTEC software engineering course and then later a similar Degree course at university. These were very new courses at the time and only been running a few years. Because of the time constraints studying, I stopped writing games and got heavily into the 'Demo' scene. This was late 1980s early 1990s. Demos were just programs showing off some graphical effect pushing the hardware to the absolute limit. Importantly they could be programmed a lot quicker than a proper game and fitted into my life pattern. Typically I would program some demo and upload it onto a BBS for people to download and watch. I even wrote a megademo (a collection of demos stringed together) but then I was done with this kind of thing. Also I had left University, was broke and needed any kind of programming job to start my career. I got a programming job working on a Military simulator. This was ok but the thought of writing games for a living was still at the back of my mind. After a few years I applied for programming jobs in the games industry and got accepted at a company! I believe this was because I had advanced C++ skills now and the games industry was moving more towards this language. I then worked on commercial games for the original PlayStation, PS2, original XBOX, PC and Dreamcast. I enjoyed my time in the games industry but in 2004 I sort of retired from it, partly because of the stability of the companies I worked for, partly because I didn't feel like I was a true gamer i.e. I only occasionally played games and didn't know much about other games out there. But mostly because normal programming contracts became available to me which paid a LOT more. I got sucked into the more money option. These days I mostly look after young kids. It has reminded me, watching the kids play, that sometimes you just do things for fun. We forget that as adults, it's not all just 'I'm not getting out of bed unless you pay me £high per hour to write some code'. For this reason I recently wrote a simple android game in my spare time, just for fun, totally free. Reminded me of my old demo days.
  5. A lot of good reads here.. Yes agree 😉 i’ve worked on programming games and military simulators. The day to day job is similar. Games are mostly simulations with human-in-the-loop. Only difference is the military simulator had to be accurate, and a game just has to look a feel accurate. I think I will write my story up in a bit.
  6. desiado

    Recent Files Feature for WinForms editor

    Yes, the ‘Recent’ files list was done automatically for me, I didn’t implement anything to do it specifically and almost surprised to see it there when I did notice. This is either automatic in .net or windows somewhere. For loading/saving a project file in my WinForms application I simply use the XmlDocument Save and Load methods. My project files have their own extension but are ultimately in xml format. I.e. I do. System.Xml.XmlDocument myDocument = new XmlDocument(); myDocument.Load(filename) .... myDocument.Save(filename) And apart from having the file extension associated to my app I don’t do anything else and Windows detects that I've loaded/saved the files and shows them in the ‘Recent’ files list in the taskbar I did find this about adding ‘jump-lists’ to WindowForms app which may help for adding additional tasks. http://canofcode.co.uk/software/how-to-add-jumplists-to-a-c-application/ For windows forms you need to get hold of the WindowsAPICodePack assembly and use Microsoft.WindowsAPICodePack.Taskbar; For WPF and UWP you don’t need this as they have their own way to do it. Sorry not able to investigate further or try things out at this moment.
  7. desiado

    Recent Files Feature for WinForms editor

    Hi, although not answering all of your question, I found one of my WinForms apps I’ve written automatically shows ‘Recent’ files used on it if I right click on it in the task bar. I believe this is the case because I’ve associated a file type (used by my app) to my application. I did this association in the installer for my application but can be done from c# as well. Currently I have my application pinned to the task bar and when I right click on it, it shows recent files used. Selecting one of these files starts my application and passes the filename as argument 2 when calling main. I.e. static void Main() { string[] args = System.Environment.GetCommandLineArgs(); if (args.Length > 1) { if (args[1].ToLower().EndsWith(".abc") ) { // Load in recent abc file I don’t know how to add tasks to a right click, sorry.
  8. 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.
  9. 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.
  10. desiado

    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.
  11. desiado

    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.
  12. desiado

    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.
  13. 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
  14. desiado

    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.
  15. desiado

    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.
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