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Kuladus

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  1. Hey guys, I can't believe I registered here 13 years ago! I was just a whipper-snapper then, and just starting my gamedev journey. Fast forward 13 years and I'm close to finishing my first commerical PC game!   The game is called Moonman and is a blend of short procedural games like Spelunky and Binding of Isaac with longer sandbox games like Terraria. You can build, harvest tiles, create items and armour from resources, talk to NPCs, and generally just explore the different regions in the world, looking for seven moon fragments to finish the game. Here are some videos: TRAILER LET'S PLAY GAMEPLAY 1 GAMEPLAY 2 GAMEPLAY 3     The worlds are procedurally generated and will contain forests, towns, caves, dungeons, islands, and many interesting alien landscapes. My background is in procedural generation (I have a PhD in the area) and so I hope to be able to take the procgen in the game much further than what appears in other procedural platformers. An average play length is going to be about 30 minutes to an hour, and you can adjust the game generation settings to get larger worlds, more difficult worlds, or peculiar kinds of worlds (e.g., one where it constantly rains fire).    The game has a neat fluid and fire simulation system, a solid physics-basis (built on Box2D), simple stylised graphics, lots of action and combat, strange landscapes and creatures, heaps of different weapons, armour and items, and has just been Greenlit and so will appear on Steam later this year.   I have 10 days left on a Kickstarter campaign that I launched, to help me finish the game. You can get alpha access to Moonman by backing the project, and there are other rewards too, such as having your name etched on a tombstone in the game. I'd love if you could check out the page and back the project   KICKSTARTER   I'm happy to answer any questions you have about the game or development. It's mostly C++ (70k LOC) in a custom-built engine, and uses SFML, Box2D, Boost, and a couple of other libraries. I've done most of the art myself. I have a 3 year long development log if you're interested in all the technical details and the evolution of the game. You can follow me on Twitter to hear more about the game: [twitter]eigenbom[/twitter].        
  2. I remember joining gamedev.net a long time ago, in fact it's been over 10 years! In any case, I can't believe it's been that long until I've published my first commercial game, Shade Dogs, which I'm proud to announce is now available on the AppStore. I'm now a full-time independent developer (woohoo!), and I'm working on a second title, called Moonman, which should be available in 3-4 months (for PC).   Thanks gamedev, and I'd be very interested to hear your thoughts on my game. Cheers!   AppStore Link: https://itunes.apple.com/us/app/shade-dogs/id611605111?mt=8&uo=4 Trailer: http://www.youtube.com/watch?v=y3UXmWlKaoc        
  3. The old red book had an example at the start of the texture mapping section. e.g., http://glprogramming.com/red/chapter09.html#name2
  4. Chuck -- The issue seems to be your video card/cards. I have pasted part of the pyglet FAQ below -- hopefully your situation falls into one of these? Does this mean that you cannot run pyglet at all? (e.g., try playing something like this one which also uses pyglet). Sorry that my game is not compatible with your system. Best wishes, Ben Quote: I get an error "Unable to share contexts" when creating a window * pyglet needs to share the objects between OpenGL contexts. In pyglet 1.1 and later, even a program with only one window will have more than one context. * The error can occur if you are trying to open windows on different display devices (for example, two different video cards). * If you have only one video card, then you likely have a faulty driver or video chip. The following devices have been known to exhibit this problem: Ancient NVIDIA drivers (older than 30.82), Intel 965 (aka GMA 3000/3100) in some situations, Intel 946GZ, Intel cards with drivers older than 4.14.10.3691 (about end of 2003 year), ATI FireGL with OpenGL version older than 2.0.5284 (~2005), S3 ProSavage/Twister. (This list was copied from https://mollyrocket.com/forums/viewtopic.php?p=2891; only Intel 965 and 964GZ chips have been observed with pyglet exhibiting this behaviour). * If you've determined that your video driver or device is at fault, your best option is to upgrade, as most pyglet applications require more than one context. If you're developing specifically for your (faulty) device, you can set the environment variable PYGLET_SHADOW_WINDOW to 0 and limit yourself to using a single window.
  5. lb -- that's a shame, but thanks for trying! Possibly installing avbin might help - but I doubt it. I'll post a video soon so you can see it in action. Cheers, B
  6. Ah, yes that is a version issue. :S Assuming this is the only problem: In "src/game.py" you can replace "Exception as e:" with "Exception, e:" to make it python2.5 compatible (i hope!) Let me know how it goes, if it works I'll bundle a Python2.5 src version. Cheers, B EDIT: Just saw your python3.0 comment ... Yep Python3.0 breaks the old "print foo" syntax. I've been trying to adapt but some things slip through. The py2to3 util should fix all that ... but i doubt pyglet works well with py3.
  7. lightbringer -- thanks for the info. You only need to run run_game.py, but using python 2.5 obviously has caused some issues. Sorry about that. As for the distribution stragety -- You only need Python to run the game -- if the one other dependency (AVBin) isn't found then the sound is disabled, but the game still runs. I have one suggestion if you don't want to upgrade your python version, delete all the .pyc files in all the subdirs, then try running it again. If that doesn't work then I'm out of ideas. :P You should check out the other pyweek8 entries (there's over 50 i think), as they are all based on the same theme: "Get off my lawn". chuck -- I've added some screenshots to the game page, and have embedded them in the original post here also. [Edited by - Kuladus on May 30, 2009 11:17:11 PM]
  8. Chuck, Thanks for downloading the game. If you downloaded the Windows version (GOML_win.zip) then you do NOT need any other dependencies. The readme.txt says: " RUNNING THE GAME: Windows: Run the run_game executable. " So simply double click run_game.exe to play the game. :) If you have any other issues running the game I would like to hear about it. Incidently, the game does run on Mac and Linux, but you will need Python2.6 to play it. If anyone wants to do a mac build for me then I'd be more than happy to host it. Cheers, Ben ps. yep, made the logo -- my blog ( http://eigenbom.blogspot.com/ ) has other images I've drawn that you may like. Get Off My Lawn is in the same style too.
  9. My pyweek8 entry Get Off My Lawn is now available on my site. Enjoy! A video is available here. Some screenshots: [Edited by - Kuladus on May 30, 2009 11:16:21 PM]
  10. OpenGL

    Quote:Original post by Taharez The problem with your code is that you use the XOR operator ((x - tx)^2), when you really want pow( x - tx, 2 ). And why should we never do this, kiddies?
  11. Quote:Original post by jflanglois Quote:Original post by Kuladus int i(); .. declares a function. He means somthing like int i = int(); I was answering this question: Quote: Last question: What really is the difference between, ClassType var; and, ClassType var();?
  12. Quote:Original post by Xai For POD types (int, short, etc) then the second version I believe initializes the type to the default value (zero) ... but I'm not 100% of that cause I never use it that way. int i(); .. declares a function.
  13. The length of the vectors determines the scaling factor along the respective axes.
  14. On the converse side of things, I worked with some guys in Sydney who are verifying a microkernel OS with Isabelle (see e.g., http://www.ertos.nicta.com.au/research/l4.verified/). But I am confused as to why an automated theorem prover would be beneficial for an agent. Full autonomy in theorem proving only exists atm for very simple logic. However you probably only need a deduction/resolution mechanism (as is found in e.g. prolog).
  15. You could just set a small radius of non-gravitation for each particle. i.e. if dist(p1,p2) < EPS then do nothing...