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About Tallitus

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  1. Tallitus

    Time for a Facelift

    I like #3 the most!
  2. Tallitus

    Minigame happenings

    Those little guys look like they are just itching to play a limbo mini-game..
  3. Tallitus

    New project

    Thanks for posting the list, I'm always curious how others break down their projects! Yeah it's a tough line to walk between writing a game or a game engine. If you're doing it to learn then it's a fun process but if you want to write a game spending time re-inventing vector, rectangle, etc code doesn't realy help you do that. It all depends on what you want to get out of it. Looks like you really enjoy doing UI from your list. Few questions for ya: What's a Layer? I.e. how is it different in terms of graphics from a Texture? What's Triple? How's image and icon different? Isn't an icon just an image? Are TextEntryPad and NumberEntryPad's like on screen keyboards? What makes a SideBar? What maps to your idea of a Window or Dialog?
  4. Tallitus

    Quick update

    Wow, 90 classes? Seems like a bunch - would be interested in seeing the list :). Quick question on the code you posted: template <typename ValueType> ValueType Load(std::ifstream &Stream) { char Buffer[256]; Stream.getline(Buffer, 255); return ValueType::FromString(Buffer); } Seems like that should be template <typename ValueType> ValueType Load(std::ifstream &Stream) { return ValueType::FromString(Stream); } I.e. why the 255 character limit instead of just having the underlying ValueType::FromString method read in the data it needs from the stream?
  5. Tallitus

    Mouse input in C#

    You've just defined your own event and attached to it, but that event will not get triggered by anyone else. I belive you really want to attach to the Form's mouse click instead like so: using System; using System.Collections.Generic; using System.Windows.Forms; namespace Test1 { static class Program { /// <summary> /// The main entry point for the application. /// </summary> [STAThread] static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); MouseEventListener listener = new MouseEventListener(); Form1 form = new Form1(); form.MouseClick += new MouseEventHandler(listener.HandleMouseClick); Application.Run(form); } public static event MouseEventHandler mouseHandler; public class MouseEventListener { public void HandleMouseClick(object o, MouseEventArgs args) { int i = 0; //breakpoint here never gets triggered } }; } }
  6. Tallitus

    Requesting feedback on the MAGIC contest

    Good job guys! I enjoyed the contest as well and look forward to another! Was a good forcing function to actually get something done and the time limit let me not get too crazy with implementing something I wouldn't finish. :) Likes: Quick judging, Short time frame, having there be a focus on polish/presentation. Dislikes: Couldn't really get into the tower theme and then when I did it was two days later and all my ideas would require too much time ;). If you did constrain the art assets then I'd do away with a theme since they would be enough limitation (and I think might be interesting to see what people come up with given the same art but no other direction). You'd have to distinguish between just having the assets used in the game vs. if it's the only artwork allowed. Abstract vs Concrete - I like abstract but that's probably harder to judge. It gives more room to fit things in. As far as 4E6 at the same time, could always tie in one of the elements from there into the contest or make it so that its easy for people to utilize their work on 4e6 for the contest.
  7. Tallitus


    Looking good, ran fine for me. This is coming along nicely! Couple of things: Coming out of the pause menu moves the screen up and to the left like 1 or 2 pixes. One time when I came out it was pulsing back and forth for the rest of the game. (Seems to repro only after you move down and right a bit) Would be better to not see the monsters that aren't in your view area. May just be me but it makes me wonder why there's the spotlight if I can see everything. Doesn't seem to handle lost device or device reset, I accidentally locked my pc and then logged back in and it hung Seems like while it's playing the death animation it still absorbs the shot, is this intentional? Shadow doesn't seem right when it fades as you get nearer but then is always to the right Only way I could shoot was to use the mouse, however the cursor is disabled and I would occasionally click on other windows on my desktop, would be better to capture the mouse input and keep it from clicking on other apps. (or show the cursor if it's outside your window bounds)
  8. Tallitus

    Bug fixes!

    So after the competition ended I took a little break but have decided to try and finish up Bug Tower so that I can call it done and move back on to working on my RTS. So I've managed to fix the following issues: Bug on Bug collision is now working (before they ran through each other) Bugs don't just jitter around a 5 space grid. Turns out this was because when I limited the player to moving only after collecting gems, I inadvertantly made the bugs require gems to move to, except they reset back to the default value... sigh! Continued working on allowing the view to zoom out. Map, player, and bugs work. Need to update the power-ups and gems. Fixed the issue where the upper left corner was disappearing.
  9. Tallitus

    And so it begins...

    I figure it'd be appropriate to have my first journal post be about the first game I've completed in a few years ;) - Bug Tower. While perusing Programmer16's journal I saw his mention of the MAGIC contest going on and I had been thinking of doing something scoped to a few days in XNA to try it out. Combine that with about 12 hrs of time this week and it just seemed right. You can find it here (XNA refresh 1.0 redist not included). I welcome any comments! At first it started out as a little explore the tower, get treasure thing but in spirit of the contest I thought it needed something a bit different. So I changed it to require gem collection to enable the crawl, which worked out nicely. The downfall of that approach is it means the level design makes or breaks the game. I spent all of 1 hr "designing" the level and trying to get it somewhat of a challenge, but it clearly needs a lot more thought. I also had planned to zoom out and give a better overview of the tower for planning the route with the distance restriction but ran out of time. Will have to revisit this next week or so if I can find some more free time. Also need to track down some of the rendering bugs, at the last minute I went from a layer approach to using a z order for the sprites to enable some more interesting effects. This worked for the most part but introduced some anomalys that I never got back to before submission. Overall a very fun experience, I wound up spending about 1-3 hrs each day on it until Today's 4+ hour run - so all told I spent around ~17 hrs on it. Including time to look for art, sound, learn/install XNA (burned an hour to get it up and running on my 360 as well but that was a satisfying journey).
  10. Tallitus

    MAGIC Game Dev Contest - Results are in!

    My condolences to Prozak and his family. I'm a few days late (read about it and started on Tuesday) but I'll see what I can get working. Been needing something to motivate me to complete something in XNA :).
  11. Tallitus


    Site looks good! I like: - That you used the look and feel of the game - The layout and the fonts I dislike: - The background is distracting when scrolling and you see a little man/head between the posts. - The yellow text on grey is a bit hard to read - The images need to be moved around a bit, the middle image would look better positioned under the centered text of "Gallery Images" Also clicking Post a comment gave me: Warning: main(PostComment.php): failed to open stream: No such file or directory in /home/content/P/r/o/Programmer16/html/index.php on line 50 Warning: main(PostComment.php): failed to open stream: No such file or directory in /home/content/P/r/o/Programmer16/html/index.php on line 50 Warning: main(): Failed opening 'PostComment.php' for inclusion (include_path='.:/usr/local/lib/php') in /home/content/P/r/o/Programmer16/html/index.php on line 50 Still much nicer than anything I've put together ;)
  12. Tallitus

    Round 2

    Tried it out, looking good. The controls are confusing like others said, and starting out with a weapon would be a big plus - or have some way when you hit fire to get feedback that you should find a weapon or that fire is indeed being hit. 1. When I brought up the menu while in the game I also get an option of "Password" which does nothing, not sure why that was there, I was looking for settings to try the non arrow key aiming. 2. I was able to get two of the spotlights up some how while I was moving around the screen. And some strange speed up. You can repro by clicking and holding down a movement key and then have the app lose and re-gain focus.
  13. Tallitus


    Congrats on the new toys ;). Good choice of test material for the tv!
  14. Tallitus

    Back on the air

    If you can share where you found the NFL data please do. My cousin contacted me a bit ago talking about doing the same thing (he's shooting for 56%-ish with his model). Reading your journal is like deja vu :) - I've just done or am about to do most of the same stuff you are doing/did!
  15. Tallitus

    I am not a build tech!

    I believe you may be able to just create a separate nmake project as part of your solution and link your class files to that project that you want to expose via script. Have it's target be the batch file and then it should only build that project when you change headers.
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