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Sean Doherty

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About Sean Doherty

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  1. GAME DEVELOPER RELEASES FIRST XBOX TITLE – “STARCHON” FREDERICTON, NB – Sean Doherty, president and founder of New Brunswick-based Freelance Games, is proud to announce the release of its first independent game for the XBOX 360 - Starchon. In development for over a year, Doherty is happy to see the game released to the public. “Starchon has a tremendous amount of depth and innovation for a game classified as a ‘shooter’”, says Doherty. “It’s hard to believe that Starchon actually started as a PC game back in 2005. It’s been a huge amount of work and consumed endless amounts of time. But, everyone agrees that the final product is well worth the effort.” The arcade game’s description is as follows: The Engage the Pigia horde and defend the Super Defense Carrier while you destroy everything in your path. Unlock 5 game-altering playable starships, plus more than 39 components including weapons, shields, engines, and power generators. Over 80+ sectors of glorious victory. “Starchon is a fun and engaging game in the spirit of classic arcade fun. This is one game that you won’t be worried about your kids playing,” says Doherty. “This style of game is more like how games used to be when I was growing up, but Starchon has been updated for today’s XBOX high definition gaming experience.” Doherty is considering plans for Freelance Games’ future. “Starchon is the first game in the Starchon universe, but it will not be the last. I want this title to be the beginning of a series of independent video games for us,” says Doherty. “Today’s gaming platforms allow independent developers to publish games side-by-side with the big studios. It’s a great opportunity.” Starchon can be purchased by surfing to the XBOX Live indie games forum, and searching for “Starchon”. In addition to being available directly through the Games Marketplace on Xbox 360 consoles, the game can be queued for download at the Xbox 360 Marketplace site at this URL: http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855066e. The price of the game is 80 Microsoft Points (equivalent to about $1). # # # The Starchon release trailer can be found on YouTube here: About Freelance Games Freelance Games is dedicated to creating Indie Arcade games for the XBOX 360. You can find out more about Freelance Games at http://www.FreelanceGames.com. For additional information, assets or download codes, please contact Sean Doherty at Sean.Doherty@FreelanceGames.com. Thanks
  2. Sean Doherty

    C Syntax Question

    So the logical not will return zero unless the value being checked is zero and then it returns a value of one. I totally missed that 0u! When I looked at it I thought it was Ou not zero u:) Thanks for the explanation
  3. 1) What does this mean? I understand that it is being cast to a double but I don't know what the ~Ou if for? (double)~0u 2) What is the ! doing in this example? int ptx[NPT], pty[NPT], ptz[NPT]; //Assume the array has been populated. !pty[n] Thanks [Edited by - Sean Doherty on December 11, 2005 8:42:09 AM]
  4. GameSlammer.com features news, rankings, on-line Ladders, and articles on the Independent Gaming Scene. Please check out the site and vote for your favorite Independent Game. www.GameSlammer.com Also, I love to hear recommendations on what you like / don't like and any features that should be added. Regards
  5. Sean Doherty

    Alpha Blending / Alpha Testing

    Looks like my dds file might be created wrong?
  6. I seem to be having some problems blending out the black edges of my plasma stream? Over time, I am decrementing the color along with the alpha channel and blending with alpha testing. However, I am not getting the results I would expect? Here is an image that show the issue:
  7. Sean Doherty

    Bump and Specular Maps

    Max_Payne, When you say per pixel lighting, I assume you mean shaders? I am not up on normal maps, do they require shaders to be effective and why are they beter than bumps maps? Do I really need per pixel lighting to do bump maps or normal maps? At the moment, I am using fixed lighting and it doesn't look that bad (not as nice as a shader). Thanks
  8. Generally, would people consider the use of a bump and specular maps a good or bad idea? Also, how much performance loss would be caused by additional bump and specular maps on each model? Lastly, what is the maximum number of texture per model and the maximum texture size that you would recommend?
  9. Sean Doherty

    Modeling Application to Code

    Quote:Original post by mldaalder Who says Max didn't use a shader? The other thing you can do is how I think Max did it, combine the textures when you are going to draw the texture. Not fast, but (can produce) good results without shaders. Or raytracing. I don' have Max so I really can't say if it used shaders; it probably did. What texture do I combine and how; here is what I have: model stadard texture bump map texture specular map texture Assuming Max and gameSpace use these standard Shaders; they must be available somewhere (fx format I nope)?
  10. I have a question about models done in modeling application such a 3D Studio Max. Lets say an artist uses a normal textures, bump map textures, and a specular textures. Should I be able to produce the same results in my code (DirectX 9) that the artist produces in the modeling application without using shaders? For example, I imported a model into gameSpace applied the normal textures, the bump map textures, and the specular texture and I was able to produce almost the same results achieved by max. However, it is important to note that in gameSpace I had to use a reflectance shader called "Mapped Phong" in order to produce a similar result. Not sure if that is just how gameSpace works, or if I need to have a similar Shader for my code? Thanks for the help.
  11. I imported a 3DS file with a standard color texture, a bump map texture, and a specular texture. None of the texture where applied to the object because the of the 3DS format. That said, I applied the stadard color texture and the bump map texture with out any problems; but I don't have any idea how or where to apply the specular texture map?
  12. Sean Doherty

    Object Orientated Question

    Jason, Here is an updated diagram: Question: 1. In the rendering system are their multiple concrete classes inhertited from IRenderable; or do all viewable game object inherit from IRenderable? 2. What does your IRenderable constructor definition look like? 3. Why have IRendering styles at all; couldn't use just have a bunch of different concrete nodes that are derived from IRenderable? One for meshes; one for particle system; on for beam weapon; etc. One side question: 4. How would you see your design working if you were to use a 3rd party rendering engine such as Irrlicht where everything is a node on the scene graph? [Edited by - Sean Doherty on August 5, 2004 8:07:08 PM]
  13. Sean Doherty

    Texture Stage States?

    Quote:Original post by S1CA 1) What does the problem show up as? pure black or pure white polygons? (usually a sign of the chip/driver being unhappy about some part of your setup), something else? 2) Do you remember close off the colour pipe at the last stage +1 with a D3DTOP_DISABLE ? 3) What other states are being set in-between, are you sure any of those aren't clashing ? 4) You could try the Reference Rasterizer (D3DDEVTYPE_REF) - if it does the same on that, then there's something wrong with the logic of your states or use of D3D. Otherwise if it works properly on refrast: a. Try some other revisions of your display driver - particularly a WHQL certified one. b. Double check the caps of the device to see if it isn't capable of doing something you require. c. For debugging purposes, try putting a ValidateDevice() call in just before you Draw*(..) call(s) to see if the driver is unhappy with any of your state set up. 5) What are you doing in your alpha TextureStageStates ? - if anything at all, make sure that it stays open (i.e. not disabled) for exactly the same number of stages as the colour pipe. 6) Do you have any fog enabled? - be aware of what ONE:ONE (additive) blending will do with that (i.e. the blacker the fog, the more the polygons will fade out into transparentness [and not black!]). Answers: 1. Neither, it kind of looks like the black part of the alpha blended vertex buffer is being displayed. Whereas before it was not being displayed. 2. Yes, I even implicitly closed it since you asked. 3. Not 100% sure; but since it worked without those lines I figured I post because I couldn't even explain why that would happen? 4. I could try the REF; but I experienced the problem with two different Radeon Video Drivers. 5. Pretty sure this is the case. 6. I have never used fog; so if it is enabled then that would be a surprise. Sounds like the problem is with another state change and this is just a coincidence; I try commenting out different parts of the code to see what happens and validating the device.
  14. Sean Doherty

    best engine

    The following is a large list. To date, I have personally played around with OGRE and Irrlicht (other than of course DirectX). However, I have been giving some more and more thought to giving Torque a try? Also, has anyone tried A6; at a glance it looked like a scripting engine; but it has a fair amount of features? Torque Engine www.garagegames.com Cube Engine www.cubeengine.com/index.php4 cube-osx.sourceforge.net/ Catmother catmother.sourceforge.net/ Irrlicht Engine (v. 0.6) irrlicht.sourceforge.net/ A6 engine www.conitec.net/a4info.htm Nebula Device (some decent physics / collision code here, too): www.nebuladevice.org/ www.radonlabs.de/nebula.html Cipher www.cipherengine.com/ Neoengine neoengine.sourceforge.net Jet 3D www.jet3d.com/ Crystal Space crystal.sourceforge.net/ SpaceSimulator.net spacesimulator.net/ Quake II www.idsoftware.com/business/technology/ 3D Gamemaker t3dgm.thegamecreators.com/ OGRE www.ogre3d.org
  15. I seem to be having a strange problem with color states? In my game after I fire I laser, I set the color states back to the default for multi-texture as follows: m_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); m_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE); However, these seems to cause a problem with the next object being draw (the engine trail); even though I actually reset the states the the same as above before I draw the trail as follows: m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); m_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_pD3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); // m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); m_pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); It doesn't make any sense; but when I comment out the first bit of code the problam is gone? Anyone has any idea why this would happen? Thanks
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