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About joelmartinez

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  1. Hey all ... wanted to get some feedback on some work I've been doing on a javascript-based 2d engine. It's a "port" of the regular FlatRedBall engine, which is based on XNA/MonoGame in C#. I wanted to be able to write games for the web, but wanted to do so in a way that didn't require any plugins whatsoever, and I wanted to do so in JavaScript ... so FRB.js was born :)   It's open source (MIT Licensed) on GitHub: https://github.com/joelmartinez/flatredball-js   You can see some samples here: http://joelmartinez.github.io/flatredball-js/#emitter http://joelmartinez.github.io/flatredball-js/#rain http://joelmartinez.github.io/flatredball-js/#tiles   And I've written some documentation here: https://github.com/joelmartinez/flatredball-js/wiki   I'd love to get some thoughts on the engine, the design of the API, ease (or otherwise) of use, the samples, etc.   Thanks!   note: I know it doesn't likely work in IE ... the perils of working on a mac :) But it should work in the other major browsers.
  2. joelmartinez

    A motocross game built using canvas element

    Nice! That was pretty fun. I'd love to see more :)
  3. Now, to convert 600 lines of game engine code to use the new inheritance scheme. That’s what I get for procrastinating on that :P
  4. joelmartinez


    Hey all ... I'm a gdnet forumer from way back. Was working in the industry for a bit, then took a detour in the finance industry for the $. Although I released a few indie titles while out there, I've moved away from finance and am now starting to get back into game development (on the side, for now).    Just wanted to say hi and start getting re-acquainted with the community :)
  5. Currently, writing Live networking code on windows requires an active XNA Creator's club membership. It's mainly used to have an additional machine to test multiplayer sessions with an xbox game that you would be developing. However, the games for windows live APIs are not present in the XNA redistributable so you cannot distribute a game using those APIs. As for free multiplayer games for windows, you are free to use raw sockets via the System.Net namespace. There are also other libraries such as Lidgren that others have put out. Lots of options actually :-)
  6. joelmartinez

    jump & run for XNA

    There's a platformer starter kit at the XNA website: http://forums.xna.com
  7. joelmartinez

    How to begin

    whoa, talk about information overload :-D just to throw my two cents in ... I suggest starting out with XNA Game Studio express. There are a number of resources available on the XNA site that should do fine to get you started. All this other stuff about 3ds max and exporters will come in time when you start learning about the asset to game workflow/pipeline. But for now, just keep it simple and use free assets that are readily available from a number of places. http://creators.xna.com/ edit: specifically, http://creators.xna.com/Education/GettingStarted.aspx
  8. joelmartinez

    [MDX] Mirror reflection of sprite texture

    If you're using the effect framework, I imagine this would be pretty trivial to do in HLSL ... just apply a shader that inverts the uv coords (ie. samples .25 instead of .75) Aside from that, may I suggest migrating to XNA? :-P
  9. joelmartinez

    XNA Game Studio Beta 2.0???

    XNA does not currently have a beta product out. If there was, you'd find info about it here: http://msdn.com/xna
  10. The answer is to profile your code. Especially if you can come up with multiple algorithms to do the same thing, then you can compare the results and draw your own conclusions for your own scenario
  11. just in case someone hadn't seen it ... the first challenge of the DBP competition is on. Making a mod with the spacewar starter kit. Prizes == Ca$h Money
  12. joelmartinez

    Dream Build Play [Warn-Up Announced]

    Quote:Original post by double O seven So you can ultimately format your XNA games to run on a 360 right? But could you make a 360 title with Game Studio Express that could have potential market value? Just wondering. By having the creator's club subscription, you can write games that run on the xbox 360. The current licensing terms for XNA Game Studio Express are such that you can write commercial games and sell them for the windows platform. But xbox 360 games are strictly non-commercial at the moment. They are working on a community/sharing component ... while there are no concrete details out in the public, I think they've hinted at enabling commercial opportunities for indies. Does that mean you cannot consider XNA at all right now if you have commercial aspirations for the xbox260? sort of ... once XNA Game Studio Professional ships (which has been suggested to be in Spring '07), you will be able to use that to develop a full fledged xbox game ... assuming you are a registered XBox developer. there's nothing stopping you from creating a game and getting it up and running on the xbox360, then courting a publisher with a working product which already runs on the target platform.
  13. Wow ... the 360 is so much better than my crappy little laptop ;-) I finally got around to getting a clubsub. It was so easy to set up ... it's unbelievable to me that a development environment can be sooo intuitive.
  14. joelmartinez


    Just to chime in here ... dynamic sql is only a problem if you're embedding the where clause values directly into the string. SQL Server will cache the execution plan for dynamic sql queries -- as long as the SQL string remains the same. So if you use parameterized queries, you get the performance benefits of sprocs, and the dynami ... sism of dynamic sql :-) In addition to the multiple recordset capabilities, I'd suggest doing some data caching where applicable.
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