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The Frugal Gourmet

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  1. I think the level building and testing alone for Angry Birds would be quite serious. I doubt two people could do that game up the quality that it is without a lengthy timeline.
  2. There are a few references to System.Windows.Forms in the code and these are rejected by the Mono compiler. I believe, for instance, that it creates it's Direct3D handler using a windows forms handle. It doesn't use Windows.Forms for any in-game GUI although there are editors and such that I pull up in DEBUG mode that do use Windows.Forms. So, I would need to strip these out. It was surprisingly cooperative in other ways.
  3. I have recently created a game using C#/Managed DX and was considering the possibility of porting to Mono and using some other API to render. It should be possible to replace the "presentation" level of the game while maintaining game logic, as Managed DX is addressed nowhere directly in the game level code. Playing around with Mono, I've noticed a few pitfalls -- for instance I have a few Windows.Forms things that need to go. But my general feeling is that it should be doable. I came across [url="http://www.opentk.com/"]Open Tk[/url] as my most viable candidate. What do you guys think of this? Advantages and any possible disadvantages? Thanks in advance for any and all advice!
  4. As someone who doesn't pay, your only hope is to get someone as excited about the project as you are. Projects can take years to finish and even longer to make any money. A good graphic artist can probably get paid today and still work interesting projects. The reason your guys are slow is that this is probably a casual side project for them. It doesn't mean they have no interest. Just that their interest or commitment level is currently less than yours. That said, I have paid good money for contract art and sound and still not gotten timely or satifsfactory work, so there is definitely a shopping around period until you find someone you are reasonably comfortable.with. Also, you quickly learn different artists have different fortes. Some are great at characters, some brilliant at machinery, some are great interface people. And some are a bit slow, but worth waiting for. Also, just consider paying something. Seriously. Do you have a day job? Set some money aside. If you don't have one, be a contractor for a bit to get some cash. Do you honestly expect your project to make money? Then that's one less mouth to feed when it does. You'll be happy they're already paid off.
  5. [size=5][b]Star Bandits[/b][/size] [url="https://www.facebook.com/#!/starbandits"][b]https://www.facebook.com/#!/starbandits[/b][/url] [i][b]Game Overview[/b][/i] Star Bandits is a persistent-world Science Fiction strategy/RPG game based loosely on the 80's BBS game Trade Wars. In an imaginary, randomized universe you control a single character and spaceship. Your job is to trade, fight, and conquer your way to the top against other online players. Unlike other online games that are massive in scope and indefinite, you may join small, short-term sessions with a beginning, end, and several tiers of winners. The game is designed for the Windows (Direct3D) platform and is presently being played and tested, as we work on improving production values. [attachment=12278:sample1.jpg] [attachment=12279:sample2.jpg] [attachment=12280:sample3.png] You can visit this free-to-play game here on Facebook: [url="https://www.facebook.com/#!/starbandits"]https://www.facebook.../#!/starbandits[/url]. And, if you wish to play, you may sign up to do so with a Windows PC. If you have an questions or would like to participate in the development of this project, you can contact me here.
  6. Hmm... yeah, I tried messing around with SetTrackPosition and -- oddly enough -- it didn't do anything that I could see. I can get the mesh to animate by updating it with delta times, but that's the extent. I can't actually set a particular time for it to go too. I find nothing in the documentation that explains this either. Maybe there just isn't a way short of writing my own.... ah well.
  7. Is there a way to set the animation controller to a specific time within the animation? If so, how? I would like a way to do so without necessarily needing to start at time '0'. Thanks.
  8. First time I've tried to load an animated mesh in MDX. Got it working for the most part with AdvanceTime(), like the tutorial... However, I see there's no documentation and I'm a little confused as to how AnimationController works. All I really need to do is set the hierarchy mesh to a particular spot in the animation. For instance, I'd like to set the "Time" property to say 2.0 and put the animation in that spot in time *without* assuming that it has begun from 0.0. There is no Set() version of Time. ResetTime() I see only resets the global counter and does not reset the animation. SetTrackPosition() -- as far as I can tell -- does nothing for me. I wrote a little wrapper to sort of loop it around using only the advancetime() method, but that -- frankly -- sucks. It also loses a bit of precision over time since I mainly work with floats and gets out-of-sync. Any help would be greatly appreciated towards understanding this AnimationController. Thanks. [Edited by - The Frugal Gourmet on May 25, 2007 11:00:48 AM]
  9. Another pointer. It's a good idea to set: Device.IsUsingEventHandlers = false in MDX until you actually need to map to device events. When you need to map to an event (i.e. DeviceLost or DeviceReset), you can set Device.IsUsingEventHandlers = true. When done, I'd set it back to "false" again. Otherwise, the unwinding process on Dispose() is much lengthier.
  10. I do it the same, except I just use Matrix.Identity for my last parameter. You mean the rectangle is 10 units in your world system, right? Not 10 pixels, I hope...
  11. I've done this before using a Hue-Saturation-Intensity conversion in a pixel shader. I first convert from RGB to HSV. Then, I look for a particular hue range (the team color) to replace (eg. default is blue). If the pixel matches, I shift the hue to a particular destination hue (if not shader does no conversion). I then convert results back to RGB. With this method, I've been able to look for a team color range in any texture and replace with a destination color range. The alpha channel idea actually sounds simpler, though. I only picked this method because I already had a hue-saturation-intensity shader for a few other color effects. It's a bit tricky because you must first recognize the hue shift necessary say to convert a series of blue shades to red, orange, green, etc.
  12. Quote:Original post by OrangyTang The Frugal Gourmet: What was it about texture atlases that was too much work? The way I've got things currently I have a data process step that happens at compile time which packs up a directory of images into as few atlases as possible. This is nice because I don't actually have to maintain the atlases by hand at all. That sounds reasonable. Is it a big performance benefit? How large should the textures in the atlas be, typically?
  13. Quote:Original post by Gage64 You all say that you use alpha blending a lot, but alpha blending is only required for translucent (i.e., semi-transparent) objects. I don't really have a lot of experience with this sort of thing, but it looks to me like most sprites have completely transparent ares (usually surrounding a character or something), and you can use alpha testing to render them, which is cheaper than alpha blending and doesn't require back-to-front sorting. I think a large number of my graphics depend upon alpha blending. Most sprites and fonts need nice anti-aliased edges to really look good.
  14. Interesting discussion. Been encountering some of these problems with my current 2D game project for the past few years. In my experience, there really hasn't been a great solution. Even batching seems largely a waste. I experimented with it, and got very little performance benefit -- wish I hadn't bothered. The biggest bottleneck seems to be the sheer number of texture changes. I looked at texture atlases, but the extra work maintaining and building large sheets of textures didn't seem worth it at all. Now, I have a sorted collection of graphics (in depth order, sorted only when depth changes), and I minimze settextures and state changes that way. For sprites that change frequently, I utilize dynamic buffers. For sprites that don't, I use static. Maybe someone here has a few clever suggestions.
  15. Quote:Original post by tstrimp C'mon. Eveyone knows you just kill the SFX guys when you're done with them. Ah, that makes sense. That's what I do too. :)