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Messages - Cassyblanca

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41
While crawling across the great Interwho, I started watching a few gameplay videos for Super Paper Mario on YouTube. While I haven't played the game itself, the three-dimensional gameplay looks like something that would be interesting to play around with from a design and development perspective.

What I'm looking for is a 2D artist capable of knocking out a small sprite sheet for Link in a Super Paper Mario graphics style for use in an experimental gameplay project. If it turns out to be entertaining enough to begin development beyond a simple gameplay experiment, I'd love to play with the idea as a full-fledged fan game - but at the very least, it would make for an interesting addition to a development portfolio for anybody involved in the experiment.

If there's anybody interested, I'm mostly looking for the following:

Link movement animations (back/front view). I'll leave it to any interested artists to decide whether or not they want to include a sword/shield.
Link attack animations to match with movement animations.
One minor enemy sheet, I'm not too concerned about the complexity of its animations.

Until I can find an artist, I'm going to push forward with the experiment using graphic rips from ALttP or MC, but I think having appropriate graphics would do much more justice to determining the feel of the gameplay.

42
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: April 07, 2012, 05:48:40 am »
In light of an external hard drive crash costing me the uncommitted changes to my OpenGL engine (not GL-Zelda, but the personal project I've been working on), I've decided to start playing around with Direct3D again. More importantly, the custom theme I've got going with Visual Studio is sexy, and I wanted to show it off. :3

The GL-Zelda tutorials will be kicking back up after I move to Arizona in about a week.

43
Entertainment / Re: 0x10c
« on: April 05, 2012, 01:43:50 am »
With the way Notch handled Minecraft, I'm not looking forward to this (or anything else by him and Mojang). I love Minecraft, but I highly dislike Notch both as a person and a game developer.
He's a terrible example of a game developer and the fact that people are being inspired by him gives me even less hope for the gaming industry down the line.
Honestly, I agree - and it's nice to see that there are others who think so rather than worshiping the ground Notch walks on. I haven't paid much attention to Minecraft or Mojang lately (stopped caring once the novelty value of Minecraft wore off), but everybody's exaggerated love of Notch and expectations for each of Mojang's games to be as spectacular as Minecraft was is wearing on my patience. I loved seeing Double Fine deciding to launch a Kickstarter in the opposite direction of Notch. (Though I can't say I would be opposed to playing Psychonauts 2. <_<)

Simple solution: If you don't care for the game or the developers, don't play it.
This is a bad way of looking at it though, and it's one reason why most gamers these days !@#$% me off.

Yeah I agree if you don't like a game don't play it, simple enough, but just because I don't care for a developer or a game, doesn't mean I shouldn't care about the impact it's having on the industry or developers/games I like. Look at DLC as the best example. People say if you don't like DLC, don't buy it, but now almost every developer is buying into that and as a whole, it's ruining so much.
That is a good point, but I was mostly referring to the context of Swiftu's post. His criticism wasn't the effect Notch is having on the gaming industry - in fact, he didn't even have a criticism, choosing instead to pointlessly insult a developer and post a link to the announcement page for the new game. People who would rather simply insult (or even praise) games and developers than discuss the impact (positive or negative) of the game (or even simply discuss the game itself, sans the industry discussion) are generally uninterested in the industry. To those people, I simply say "shut up and get on with your lives."

Same thing goes for that "IT'S FREE/BETA" argument when someone gives criticism.
People do seem to use that argument when they really have no other justification for liking a game. Most don't even seem to understand that criticism is the point of beta releases-- developers and players alike.

44
Updates / Legend of ZFGC: Return of the Chatroom
« on: April 04, 2012, 10:07:57 am »
The ZFGC IRC channel is back! :D

For users interested in connecting, point your IRC clients (I recommend mIRC for Windows, irssi for Linux, or Linkinus for Mac OS X). If you're not interested in downloading a client, you can connect through Mibbit to join in.

IRC Server: irc.kbfail.net
Channel: #ZFGC
Ports: 6667, 7000
SSL Port: 6697



Bear in mind, the chatroom's been dead for the past couple of years, so it will take time for the activity to pick back up. Currently, we've left the previous channel operators in place. Some of them are users who haven't been around the forums for a while -- I'm hoping to pull a couple users back into the fold. If anybody has any issues on the channel and an operator isn't present, send a copy of the chat log to gm112 or I and we'll make sure it's taken care of.

45
Entertainment / Re: Fat greedy idiot Notch announces new bad game,
« on: April 04, 2012, 08:27:39 am »
Simple solution: If you don't care for the game or the developers, don't play it.

Come on Swoftu, this is just sad. :/

46
i know our game does not look as good as the games today..
Which is the reason that people will take issue with the system requirements. The only thing that I'm trying to say is that you need to find what areas in your code or assets are causing these bottlenecks, because the majority of users here aren't going to have a machine strong enough to run the game well. I'm noticing that the rasterization seems to be the slowest portion of the project (still running at ~15ms) - which is, really, to be expected. But given that you don't have Anti-Aliasing and that the contents of the scenes you've presented look simple enough that it should not be having these problems.

And once again, your game should not require the resources of a AAA title in order to run - and optimization is the developers' responsibility. Saying that users who want to run "new games" these days need a powerful gaming computer does not apply to your project.

On a lighter note, it does look great, and it's awesome to see fan projects in this community start stepping into the third dimension.

47
yeah for laptops you`ll have to have a verry expensive one to run this game(or any new game) for desktops i think most people have a dual core 3.0 ghz or more..
Exactly where are you getting that idea from? Because no, most desktop users do not have a 3.0 GHz dual-core processor or greater. The quality of graphics in comparison to the apparent system requirements here do not match up - you need to optimize the game's assets.

Just looking at your screenshots, I can tell that you also need to tighten up your physics properties (~13ms), find out why your game logic is taking so long (~16ms), and find out what Blender is calculating as "Overhead."

For a game running at 60 frames per second, you only have approximately 16ms total per frame to do everything - about 33ms for 30 frames per second.

48
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: April 02, 2012, 05:02:25 am »
Tiled importer complete - my task now is to convert the system to use the programmable pipeline, then optimize the hell out of the mapping system. <_<

49
Feedback / Re: A few suggestions
« on: April 01, 2012, 02:55:08 am »
Select whichever directory you're in by default. By this, I mean if you're on the forums, "Community" would be selected whenever you load a new page. A PHP script like this wouldn't be too hard.
Not quite sure what you mean by this, can you explain a little better?

Be able to search all types of projects. Just add a dropbox item for "All". I don't know how your current implementation for your projects section works, but it doesn't seem too hard.
Right now, the codebase behind ZFGC is in a frozen state as we work on the new system. We don't plan on sticking with the current iteration of ZFGC for long, though GM may be willing to poke around in Windy's code again for this.

I also think that the Resource and Projects pages have awkward looking blocks at the end for my screen resolution. http://i350.photobucket.com/albums/q440/DaSpirit13/ZFGCAwkwardPosition.png - I think they should be centered. It just makes sense to me. I figured out how to center them. First, turn all project-frames into spans and set display:inline-block while removing it's float. Then just add text-align:center to frame_center_container_content. Firebug FTW!
I'll leave this one for gm again. <_<

...any chance of ditching SMF for MyBB? SMF is just too... simple.
We're actually ditching PHP altogether, in favor of a Rails system we are developing in-house.

And I also have a question. Why are there are no real graphics and new audio uploaded? What is with beta.zfgc.com? Which do you recommend be used?
For the most part, the CMS that exists now has been quite turbulent in its upkeep. This is actually a newer system that has been in development by Windy (was what was present on beta.zfgc.com), and since the change in administration has been patched up by gm112. With luck, now that things are somewhat stable users will start using it again - but our new system will have a much more capable resources system in place.

50
I suppose it is a good idea to teach using the fixed-function pipeline first, as it mainly teaches concepts (though I didn't really understand most of them until I started learning about shaders).
That's how things generally work with any library that hides the details behind pretty ease-of-use features - SDL's surfaces, for example, help to teach newer programmers about the importance of graphics buffers - but doesn't explain all that much beyond the general scope.

I feel like I'm bothering you asking all of these questions ^_^' lol
No problem at all - I'm always happy to see interest in things I'm working on.

but what for audio? OpenAL? Looking at the lastest OpenAL, it looks exactly like OpenGL 3.0+, but I don't know much about how audio works, never got that far in making a game.
I'm still trying to decide between using Audiere, SDL_audio and OpenAL. I prefer working with FMOD, but the size of it is a little overboard for the series. Ultimately it'll probably come down to the ease with which it can be packaged for multi-platform use.

I don't meet much nice people who are experts at game programming.
Believe me, I'm no expert - programming is just something I enjoy doing, and graphics programming has been the area I've been focusing on learning most recently. Writing these tutorials helps me as much (possibly even more) as the tutorials themselves help new developers. It's the same philosophy I had when training new Marines when they got to my unit - as I taught them, I had them focus increasingly on teaching others, which helped to solidify their understanding of the subject (in that case, network architecture and Cisco hardware).

51
Whenever we transition to that point, GLM. That it's entirely header-based and incredibly lightweight is brilliant, and I have yet to see a better implementation (the first time I'd started playing with OpenGL, I had used kazmath - can't say I cared for it all that much). It's honestly a shame that GLI has so few supported file formats (only DDS, if I recall correctly), because I love the implementation model.

My plans at the moment are to develop the game using the fixed-function pipeline, developing a slightly-abstracted graphics system so that when I feel users are ready to transition to a programmable pipeline, I can dedicate a small set of tutorials to implementing VBOs, then re-implementing the abstracted API through shaders (I'm still considering how best to tackle this right now).

52
So will you only cover Xcode and Visual Studio?
No, I intend to add coverage for Code::Blocks and potentially KDevelop at a later point -- unfortunately, I'm sitting on a Satellite internet connection until mid-April, so I'm holding off on installing a Linux partition on any of my machines.

Also, do you plan to release these as a book eventually?
As a hard-copy, not likely. Jonathan Harbour had run into problems with Nintendo when he had tried publishing a book on homebrew development for the Gameboy Advance system, and I know I'll have less luck with a book on developing fan games. If the response to this series is positive enough, I may consider doing so in the future.

Reading PDFs in web browsers are annoying, I would prefer just reading it on a website.
Unfortunately, I feel that discussion boards are ill-suited for formatting tutorials. Normally I had posted tutorials on my blog, but since dropping my Linode and pointing my domain to Tumblr, that's not as nice an option at the moment. With the new system for ZFGC, we're planning to add enhanced support for all resource types, including tutorials - and I plan to port the tutorials to that article system as well.

I also notice you're using SDL for window creation. I myself consider SDL to be bloated for just for that purpose, I would rather use something like GLFW. Does this mean you're going to be using SDL_image for texture loading?
I'm going to be honest, I'd never even heard of GLFW (though it certainly seems to be a decent library). Usually, I prefer to implement the application layer myself (I've got a bit of a Direct3D background, so Win32 is no stranger to me - though I'm not as familiar with Cocoa or X), but SDL provides a lot of things that were appealing to me in the context of this series:

1) It's easy for new developers to wrap their minds around. This is probably the most important thing to me, as new developers are my target audience.
2) Although I don't use it for most personal projects anymore (Horus being the exception, but that engine's largely focused on being a testing ground for things before they go into GL-Zelda), I do have some familiarity with SDL.
3) Most importantly, SDL provides a uniform method for handling a large subset of tasks - loading images, loading/playing audio, etc. Looking over GLFW, it's deprecated its texture loading features, and similarly has no support for audio. Unfortunately, covering the setup of DevIL (my image library of choice) and other libraries in a cross-platform manner is a little cumbersome for new developers.

SDL may have feature bloat, but it isn't so bad as to cause any problems. Its uniformity with API calls and ease of adding plugins (Such as, yes, SDL_image) ultimately won out as the best choice for teaching new developers.

53
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: March 31, 2012, 07:21:35 am »
<__________<

Just fixed up my animation system in the Horus engine (personal project). Cross-platformy OpenGL goodness. >_>

Once I finish writing my Tiled importer (which will end up seeing use in the GL-Zelda tutorials), I'm gonna get back to work on my Pokemon TCG remake. :D

54
Feedback / Re: Is there no way to change usernames?
« on: March 30, 2012, 07:47:51 pm »
I see no problem with re-enabling the change of display names. Give me a second to find where the option's at.

Edit: Done.

55
Posted a link to the project on GitHub in the Discussion topic.

56
Sponsored Tutorials/Engines / [GLZelda] Chapters 1 & 2
« on: March 30, 2012, 02:21:01 am »
Chapters 1 & 2 of Learning OpenGL through Fan Game Development focus on project setup, conveying the initial game concept, and establishing our project in Xcode 4 and Visual Studio 2010. We will begin building the game as of Chapter 3, where we establish SDL and begin working in a platform-independent manner (where Chapter 2 is largely platform-specific).

PDF Download (Approx. 2.7 MB)
iBooks Download (Approx 9 MB)

EDIT:
Just as a quick note, I didn't actually include linking the SDL lib in the Visual Studio build because that is intended for the next tutorial (as I will also be adding SDLmain, which is handled via lib in VS2010).



Chapters 1 & 2 have been released!

I'm releasing this series in both iBooks and PDF format - if anybody could please test the iBooks version, it would be appreciated. I understand that the majority of the pictures are not present in the PDF version, but please bear in mind that they should be unimportant (the document would be flooded with them if I'd put them in as images instead of galleries) to completing the tutorial, and that future images will only be related to showing in-book shots of the effects being achieved (meaning iBooks users will get more preview images, but there will be no difference beyond that).

However, if users desire all of the images for PDF copies (for these chapters - I'm not going to bother with including extra previews through the rest of the tutorial), I will consider a re-release for PDF copies.

57
I'm going to be using OpenGL 2.1 for this series, since most Mac systems are compatible with it. Along with this, it's easier to teach the fixed-function pipeline than the programmable pipeline, so early on the series will still be using some of those deprecated features. Depending on the skill level of the readers, I am planning on slowly building toward using the programmable pipeline during the series, but my primary focus here is teaching some of the newer developers, rather than instructing people who already know what they need to strike it out on their own.

With that, I've finished the Mac version of the tutorial, and am knocking out the Windows/Visual Studio version as I write this. The Linux/Code::Blocks portions will have to wait until I get to Arizona, because I'm not installing a Linux distro on any of my computers until I've got a reliable Internet provider.

Edit: Also, that screenshot isn't from the tutorial series. It's from an SDL/OpenGL test application I'd been writing to hammer out all of the Apple-specific tasks that'll be needed (like the custom build script that will be introduced later on in order to copy the game data to the Application Bundle).

58
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: March 29, 2012, 10:15:54 pm »
Doesn't mean you can't use it. ;3

Still, nice. :D

The OpenGL tutorials I'm writing use SDL 1.2 as the windowing system (I'd have gone with 2.0, but my Mac doesn't even support OpenGL 3, so it'd be pointless). You should take a look at them as they start coming out (working on finishing up the first right now). :3

Just as a note, though - if you're using SDL_image for loading the PNGs, you shouldn't have to worry about setting a color key. If I recall correctly, it'll automatically use the alpha transparency in the PNG file (don't quote me on this, though - I haven't actually used SDL for rendering in ages).

59
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: March 29, 2012, 10:02:15 pm »
Alex, I haven't seen you in ages! :D

Nice to see you're poking around with SDL - are you using 1.2 or 2.0? D:

60
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: March 29, 2012, 08:15:11 pm »
That's it, I'm ordering an assassination. -_-;;;

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