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walle

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Everything posted by walle

  1. 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
  2. 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
  3. walle

    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. walle

    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. 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]
  6. walle

    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.
  7. walle

    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?
  8. walle

    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]
  9. walle

    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. walle

    D'Oh

    Been there, done that. And it is always as frustrating :)
  11. 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.
  12. walle

    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.
  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 = mtrl.Material3D; if (mtrl.TextureFilename != null && mtrl.TextureFilename != string.Empty) { // MessageBox.Show("Texture " + (i + 1) + " Loaded."); // Load the textrure dolphin_textures = TextureLoader.FromFile(device, mtrl.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; device.SetTexture(0, dolphin_textures); 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. walle

    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. walle

    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.
  16. walle

    Fog

    £630 that is about what I make after taxes per month, I live in Sweden though, taxer are quite high, 33% currently. But well I manage for now anyway but as I don't know how it is in the UK but here you manage with less anyway. Trying to cheer you up, but I don't know if I'm doing a good job [smile]
  17. walle

    Pissed (again)

    Sorry to be such a ranter, but now these two days I've been working on the project at work (look one post down) I have really come to understand why people complain so much about Internet Explorer. It is really frustrating working with, most common things work as expected(not the box model, but that is a whole chapter by itself, wtf?) but then, when you scratch the surface and so you get completely stunned about the difference between it and Firefox, Opera. Firefox and Opera are pretty much the same, though Opera has surprised me a couple of times. I see now that I look like a Firefox fanboy ranting about "how good Firefox is", but this is not the case. I have no real favorite browser, but Firefox makes the best job giving me what I expect to get when I reload the page. And I don't only talk about cosmetic things though they are the worst to cope with, like not having a disabled option for s in IE or not allowing a to have no border in IE, you can't do anything about it. But when your javascript code fails in IE and not in "the other browsers" you can always make up something fun serverside, but that isn't really what you want to do neither. But it is better than the weird rendering BUGS, because you can't do anything about it. Unless you convince all the people that are going to use the page to use "one of the other browsers", or maybe make them, check for "incapable" browsers before printing something. To bad that isn't an option working for a company. Then you have to listen to the majority, which is in fact using IE. Well two days in a row listening to me ranting, can't be fun, have to come up with something else soon. But I'll work on this project for a couple of days more so I won't promise something.
  18. walle

    Damn IE!

    The web isn't stupid. The browsers are. All in favor for only allowing one browser, raise a hand. I have trouble sleeping, and I write web apps for a living, perhaps there is a connection.
  19. walle

    Damn IE!

    Did you know that IE doesn't support I'm gray the text doesn't get gray and the option is very selectable, I found this out today when writing some time based code. Showing the days of the week in an selectbox, but no, it didn't work. Checked firefox to be sure, and yes my code work fine. Began to search the net for a answer. Here I saw that the "feature" was considered to be included in IE7, feature...well it's standard. w3 says that BUTTON, INPUT, OPTGROUP, OPTION, SELECT, and TEXTAREA should support the disabled attribute. Well it all ended with me doing an ugly hack, as usual, I check if the client is using IE (serverside) and then I just don't print the options, but if the client use any other browser I print it out the way it is meant to be. It's a shame though, 99.8 % of the user who are going to use the application is going to use IE. There, done ranting. Just got a little pissed, not that a gamedeveloper forum is an ideal place to rant about webdevelopment quirks, but had to get it out [smile]
  20. walle

    N

    Got stuck with it yesterday, it's really addictive. Lost a couple of hours sleep thanks to it [smile]
  21. Hello, I have a little thought about writing a chat client for a existing server. The server is using php to send xml to a flash xml socket, which is the existing client, a flash application with a xmlSocket. But I want to make a desktop application using c#. Do anyone know of any flash like xml socket class already been created or any resources for me to write one my self. Not that I have any experience in network programming what so ever, this is more for learning purposes.
  22. walle

    Undo / Redo done

    Done with undo and redo, got the history list up and running to but I have to work some more on that one. And make some proper graphics for it to. And well the only actions really implemented is EntityAdded and EntityRemoved, but gonna make the layer added removed actions when I get to write the code that actually adds and removes layers [smile]. So now I have to come up with what to write next, I think its gonna be the layer form, won't be to hard either, should have it functional the next time I get to code some. After that there isn't that much more to do, just the polishing, but no major parts. No major parts that I have already decided, but I hope to come up with some more soon. I'll look at some other free leveleditors and perhaps get some inspiration, some suggestions on what to add would also be appreciated. And well here is a screen of the history list in action.
  23. walle

    Undo and redo part 2

    Got a simple application with undo/redo up and running today. Basically each of the buttons registers a ButtonPressAction every time they are pressed, and if you do a undo you register a ButtonPressRemoveAction. And the code to actuallt undo/redo is index based, it manipulates the listbox.items at the current index. The CircularStack class is made in a couple of seconds so I won't take any responsibility on that it is perfect :) Try it if you want. Clicky
  24. walle

    Undo/Redo

    Hello. Got some progress to show today. Woho. First of all, a thanks to Reiner for making free tile sets to use, I'm currently using one to see what I'm doing. Here are three screenshots of my progress(click them to see full size): Screen 1 Here you see the grid, the snap to grid works too. Really easy to make maps fast, will go even faster when I get Undo/Redo up and running, but more about that later. Screen 2 Here you can see the info box in action, called Navigator in photoshop. Took a while to get it right, but now it works perfectly. The red box follows the what is shown in the form, zoom doesn't work yet but when it does the info box will show that too. Screen 3 Not much new here, a saved map. We can give the history and layers forms a little attention to then. The names are kind of self-explanatory but well the history form is what is getting the most attention now, it will work so that every action you do can be undone, and also reverted back to in one jump. The layer form will basically show all the layers on the map and enable editing in form of layer order manipulation and such. Undo and Redo Now this is my mission, I think I will try the memento pattern. I will make a interface of an action that all action that you can do in the editor will inherit from, and a history class that keeps a undo and a redo stack of actions. When I pop a state from the undo stack I push it onto the redo stack and the other way around if I redo. The tricky part I think will be representing actions. I could represent a addTile action with a copy of the tile added, but this will skyrocket my memory usage I guess. I will have to think about this for a while before I begin to code. Suggestions are always welcome [smile]. Well that was this for this day, I hope to be able to do these kind of updates a couple of times a week. Bye to then!
  25. walle

    Undo/Redo

    My thoughts was not to have a fixed lenght of the history, or perhaps just use a circular history, so if you edit to much you can't go back, unless to the initial state oufcource. But not shure yet.
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