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About MarcusLM

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  1. Great service and support. Very reasonable rates. And I am not affiliated with them in any way other than the fact I have a couple of sites there. - Marcus
  2. 3dsmax - alpha-blended edges

    I thought there was a way to turn off edge anti aliasing in the rendering options.
  3. 3d meets 2d simplicty?

    I agree. I have always thought it would be cool if someone took older side-scrollers and updated them (using 3d graphics, effects, lighting, sound) but kept the great simplistic gameplay. It just seems every game these days tends to be so complicated. They are full of changing camera angles (bad ones a lot of times), long cinematics, and complex controls. Marcus
  4. Most of my web dev experience is with MS Visual Interdev. I ws thinking of trying Dreamweaver for a change, but my question is this: Can you debug ASP script and client-side javascript using Dreamweaver? Marcus
  5. RPG Algorithms

    krez, What you said is interesting. I went to the link and I also interpret the license as saying you can use it as long as you don't mention D20 or Dungeons & Dragons anywhere. I emailed Wizards of the Coast and asked them straight out. I will post the reply here (if I get one from them that is). Marcus
  6. [.net] C# Book

    I own Programming C#. I think it's excellent. I swear by O'Reilly books. Marcus
  7. I'm using VS.NET 2003 as well. I use it mostly because that is what I use for work and I am most familiar with it. I used the free version of Borland C# Builder before I got VS.NET. It's nice and you can't beat the price. You might try it out just to see how you like it. I don't think it really matters what you use as far as games goes. Whatever you can be most productive with. Good luck! Marcus
  8. Here's a book I own. Title: Introduction to 3D Game Engine Design Using DirectX9 and C# Author: Lynn T. Harrison I think it has some pretty good stuff in it. Marcus
  9. Next generation innovation

    Besides graphics and sound I see AI being the a big source of innovation. I can see NPC and enemy AI getting more and more complex. Someone will come up with some revolutionary technique(s) to more closely mimic behavior. One day game makers will begin to boast that you can't tell the difference between human and AI controlled characters in their game. Marcus
  10. One thing that I don't like about the graveyard scene is that everything is too perfectly aligned and upright. The path is perfectly straight, etc. Try having some headstones tilted or broken. Maybe add some weeds or a freshly filled grave. When things are too perfect it jumps out at you. I also agree that most of these scenes are much too dark. Having said these things, I do think it is looking great. Keep it up. Marcus
  11. Flash Games

    I found this excellent tutorial on doing tile-based games using Flash. It covers many things, including collision detection. Check it out... There are also some good books out on developing Flash games. The best I've seen is "Flash MX Game Design Demystified" by Jobe Makar. It's very comprehensive and covers the making of several different types of games. Marcus
  12. Developing shockwave games

    You can do Flash games with Flash MX, but I thought Shockwave games were created using Macromedia Director. The language used in Director is called Lingo. There are books available that cover game programming usig Director and Lingo. The sad part is that I am unaware of any free way to create Flash or Director games. Macromedia is pretty much the one source for this. And as mentioned before, their software is VERY expensive. Marcus
  13. I'm still having trouble here. I added the following code to my OnDeviceReset handler: public void OnDeviceReset(object sender, EventArgs e) { Console.WriteLine("OnDeviceReset Called"); Device newDevice = (Device)sender; // set device states newDevice.RenderState.Lighting = false; // get camera vectors float width = (float) renderTarget.Size.Width; float height = (float)renderTarget.Size.Height; float centerX = width / 2.0f; float centerY = height / 2.0f; Vector3 cameraPosition = new Vector3(centerX, centerY, -5.0f); Vector3 cameraTarget = new Vector3(centerX, centerY, 0.0f); // create our transforms newDevice.Transform.View = Matrix.LookAtLH (cameraPosition,cameraTarget, new Vector3(0.0f, 1.0f, 0.0f)); newDevice.Transform.Projection = Matrix.OrthoLH(width, height, 1.0f, 10.0f); } I am using a D3D Sprite to render the my sprite like so: sprite.Begin(SpriteFlags.AlphaBlend); sprite.Draw(texture,System.Drawing.Rectangle.Empty, center,position,Color.White); //position = (0,0,0) sprite.End(); The sprite is being drawn, but in the upper left corner. I want it to be in the lower left (i.e., +y to go up). Marcus
  14. Great! Thanks for the replies. Marcus
  15. I am working on building a 2D side shooter game using Managed Direct3D. I am using the Sample Framework. What I want to now how to do is set up the camera/projection so that 1 unit = 1 pixel. Any assistance appreciated. Thanks!! Marcus