walle

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About walle

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  1. Bumping this thread to let you all know the game is now also available on IOS. Only the paid version though.   https://itunes.apple.com/us/app/jumpr/id838364189
  2. I've just released my first libgdx game for android, I have both a free version with ads and a paid version.   It's a classic run and jump game, I think the difficulty level is pretty good, you will have to work on your timing to get through the whole game in a good number of attempts.   The whole point is trying to get through the 36 levels with as few deaths as possible.     I haven't written any games for a long time now, so this is my attempt to get back in the game so to speak. I set up some restrictions for myself, the game should be written over a weekend, so no "fancy" stuff   Hope you like it!   Link to the free version: https://play.google.com/store/apps/details?id=me.ramblingsby.jumpr
  3. Backdrop

    Just got home and tried the game a little more. It works great on my computer 64bit. I will try it under wine in a moment, but not sure how it will react to DX. [edit] Didn't get it to work under wine-1.1.14 in Fedora 10. The application just dies and no error logs is produced.[/edit] Quote:Original post by EasilyConfused That's a very interesting comment that I appreciate. I agree that the game is not initially very intuitive - I've been messing around writing extending limb games for a few months now so it is easy for me to get blind to this. One reason I'm so keen on getting feedback on this game. My hope is that by a finished game building up the skills gradually through tutorials, a player would get to the point I'm at where it starts to feel quite natural, but I do have concerns about the learning curve on this. This sums it up quite nice I think. It's a little hard to get the hang of at first, but you get better and better fast. A good tutorial in the full game is a really good idea to give the user a more forgiving learning curve.
  4. Backdrop

    Your squishy avatar made me think of Also, the game was really nice but have not had the time to test it for real yet.
  5. Salary question (Prague, Czech Republic)

    b2b3, thank you. It's very nice of you to help me. I think I have a pretty good picture now. Been checking out the link you provided and freshening up my memory using google maps. I hope I get the job, would like living in Prague, it is a very nice city.
  6. Salary question (Prague, Czech Republic)

    Thanks b2b3! A really good answer. I guess that it matters a bit that the company is a large multinational company? The cost of renting an apartment is pretty much the same as in my little town here in Sweden. Do you have any idea about where the cost to buy a apartment is around? It is usually cheaper in the long run. And what is "much more expensive" near subway stations and such?
  7. Salary question (Prague, Czech Republic)

    Thanks for the replies. I have been researching a bit, it's hard since I don't know Czech. But from what I can understand it seems like the salary is somewhere around 20000 - 30000 CZK per month. How much does a apartment cost to rent/buy in Prague? [Edited by - walle on February 1, 2009 7:07:24 PM]
  8. Hello guys! I have a question for fellow developers in Czech Republic. I have applied for a job as a c++ developer in Prauge and I got the question, "How much do you want to earn in terms of gross salary per year?". And I don't really know what to answer since I am from Sweden and don't know much about the salary situation in Czech Republic. This is where you come in. In Sweden my expected salary would be 2300 - 2800 EURO (64200 - 78150 CZK) per month that would be 27600 - 33600 € (769673 - 937000 CZK) per year. This is with three years of experience as a programmer and one year as an intern. But without a Bs in computer science. I am currently employed in Sweden. Does this sound like a fair expectation? [Edited by - walle on February 1, 2009 7:04:10 PM]
  9. This and that

    Have really only used SDL_Mixer, really easy to use, took me an hour to write all sound code for the game I used it in, been fiddling around a bit with both OpenAl and FMOD but they were a little bit overkill for my simple needs then so I left them alone. They are a little bit more complex than SDL_Mixer but gives more flexabillity so I would say it depends on your needs. Do you need 3d Audio and such? Then you have to go with FMOD or OpenAl but if you only would like to be able to play a sound on a channel go with SDL_Mixer, really easy and fast to set up.
  10. D'Oh

    Been there, done that. And it is always as frustrating :)
  11. Save/Load as plugin

    Great help. Rating++ I read your post and got the basic idea of what to do, then I read it once more and saw that you had edited you post. Thanks for taking the time to make a compilable app, it was great help in visualize what to do. I really don't have any questions, but if some arises I will post them here. Seeing that this plugincode isn't as complicated as I believed it to be, I'm thinking of making my tool windows as plugins to. I have a couple of forms as tool windows right now. Do you think the same rule applies in this case to, like in IO to build a tool in the native application, so I make the tool windows I want in the code and then make the editor plugin-able? And again, thanks a lot! The help is greatly appreciated.
  12. Hello. I'm writing a 2d map editor. Now I have been thinking that it would be nice if I could make the loading and saving of maps as a plugin or something so the same application can save the data available in the map in any way the user wants to have his map. I have come up with some ways of doing this but I really would like some feedback on them. The map editor creates a large xml file containing all the data the mapeditor have about the map and then let the user parse it using an external application and save the bits (s)he needs and saves a level file using that. Pros: The user has total freedom writing the level. Cons: Creates much extra work (eg creating another application to save levels). Makes the loading of maps more difficult, the user must save a copy of the xml file in order to load the map in the editor again. The user must be able to program the application for saving. I write a simple "script language" where the data is accessible as global variables then the map editor interprets the script on saving and loading, the script language will only contain functions for creating files (text, binary) and similar things. Pros: The user does not have to be able to program at all, if the script language is easy enough. Cons: Not so flexible. Seems overly complicated. A plugin solution, I have no experience at all in this field but the user would create a dll file containing a save and load function and can then use the dll in the map editor. I don't even know if this is possible, but I think so from other plugin based application I've seen. Pros: User has total freedom writing their code. Flexible. If the users want to share save/load functions this is safer then using the standalone application way(?). Cons: Programming again. Well I am leaning towards the plugin solution, but I don't know how complicated this solution is. I'm writing the map editor in c# and I have heard somewhere that you can load dlls from all the languages in visual studio. If this is so then the user can write the save/load function in any of those languages, witch is a good feature. But how would I go about loading the dlls, can you load a dll in runtime and use it's functions, or can you define a folder containing dlls and load all them on startup? Would appreciate some discussion on this subject :) Thanks.
  13. Hello, I have just begun delving into MDX, Now I want to render a model in the center of the screen and try to rotate around it to get a grip of 3d coordinates. But I have a problem, I can't get the damn model to render, or well it is being rendered but I cant see it :) I have struggled with setting up my field of view and using look at in a good way, but I cant get it to work. It is surely really easy but I would apprishiate some help. Here is the relevant code: public partial class Form1 : Form { Device device = null; Mesh dolphin = null; Material[] dolphin_materials = null; Texture[] dolphin_textures = null; public Form1() { InitializeComponent(); InitializeGraphics(); this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true); this.Size = new Size(800, 600); LoadMesh("dolphin.x"); //MessageBox.Show(dolphin.NumberFaces.ToString()); } private void InitializeGraphics() { PresentParameters flags = new PresentParameters(); flags.Windowed = true; flags.SwapEffect = SwapEffect.Discard; device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, flags); device.DeviceReset += new EventHandler(device_DeviceReset); device.RenderState.Lighting = false; device.RenderState.CullMode = Cull.None; /*device.Lights[0].Type = LightType.Directional; device.Lights[0].Position = new Vector3(); device.Lights[0].Diffuse = Color.White; //device.Lights[0].Direction = new Vector3(0, 0, 0); device.Lights[0].Attenuation0 = 0.2f; device.Lights[0].Range = 10000f; device.Lights[0].Enabled = true;*/ SetupCamera(); } void device_DeviceReset(object sender, EventArgs e) { // Do something... } protected override void OnPaint(PaintEventArgs e) { device.Clear(ClearFlags.Target, Color.CornflowerBlue, 0, 0); device.BeginScene(); DrawMesh(); device.EndScene(); device.Present(); this.Invalidate(); } private void SetupCamera() { device.Transform.World = Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 1f, 10000f); device.Transform.View = Matrix.LookAtLH(new Vector3(0, 0, 500f), new Vector3(), new Vector3(0, 1, 0)); } private void LoadMesh(string file) { ExtendedMaterial[] mtrl = null; // Load the model dolphin = Mesh.FromFile(file, MeshFlags.Managed, device, out mtrl); // Store the materials if (mtrl != null && mtrl.Length > 0) { dolphin_materials = new Material[mtrl.Length]; dolphin_textures = new Texture[mtrl.Length]; for (int i = 0; i < mtrl.Length; i++) { //MessageBox.Show("Material " + (i+1) + " Loaded."); dolphin_materials[i] = mtrl[i].Material3D; if (mtrl[i].TextureFilename != null && mtrl[i].TextureFilename != string.Empty) { // MessageBox.Show("Texture " + (i + 1) + " Loaded."); // Load the textrure dolphin_textures[i] = TextureLoader.FromFile(device, mtrl[i].TextureFilename); } if ((dolphin.VertexFormat & VertexFormats.Normal) != VertexFormats.Normal) { Mesh tmp = dolphin.Clone(dolphin.Options.Value, dolphin.VertexFormat | VertexFormats.Normal, device); tmp.ComputeNormals(); dolphin.Dispose(); dolphin = tmp; tmp.Dispose(); } } } } private void DrawMesh() { for (int i = 0; i < dolphin_materials.Length; i++) { device.Material = dolphin_materials[i]; device.SetTexture(0, dolphin_textures[i]); dolphin.DrawSubset(i); } } } I guess it is a bit of code, but hopefully someone can help me get the dolphin to display in the center of the screen so I can begin playing around and figuring out 3d coordinates. Thanks.
  14. Hmm

    I did it like this: I have another class ImageHandler or something that stores all the images I load to the application and puts an index on them. Then when I load a image it returns the index, so if I have already loaded a image and tries to load it again I get the same index. Then i store a int in like sprite or whatever is using the image, int image_index. Then Blit(pImageHandler->getImage(image_index)); is all I have to do, and smoothly only allows one image to be loaded and used everywhere. Don't know if this makes any sense, writing on my lunch which is soon to be over, and still no internet access at home :(
  15. Fog

    Ok, I understand how the rent can be a problem...I'm currently paying £192 per month in rent. But then I have a mortgage to pay, and that is around those numbers to. Didn't know it is so expensive to live in the UK.