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Messages - DaSpirit

Pages: 1 [2] 3 4
21
I'm with Star on this one. Everything you mentioned, I did not know they were in those other games. They seem like mechanics in a generic game. You must have further proof that it was "copied". I say that Dead Space, RE and Demon's/Dark Souls copied someone else.

I used to say that Super Mario Galaxy copied the small mechanic where you move around in a small planet from Ratchet and Clank, but even Ratchet and Clank did not invent it. In these times, no one invents anything. Anything you think of is related to all of your past experiences, no one work is "original" anymore.

22
Coding / Re: INI file problem
« on: May 26, 2012, 07:29:01 pm »
Why are you using variable_global_get() instead of just using the global variable?
Code: [Select]
ini_open("SaveGame.ini")
ini_write_real("In Game Variables", "0000000001",global.hp)
ini_write_real("In Game Variables", "0000000002",global.maxhp)
ini_write_real("In Game Variables", "0000000003",global.rownum)
ini_close()
variable_global_get takes a string, not a constant anyway.
Code: [Select]
variable_global_get("hp") // instead of variable_global_get(global.hp)

23
Concept Art / Re: [Submission] Thief Techniques Concept Animations
« on: May 17, 2012, 10:10:52 pm »
Wow looks great. You should add a show under Link, it would make things easier to follow, especially since it's 2D.

24
Coding / Re: HTML5 problems...
« on: May 17, 2012, 01:34:46 am »
And obvious question - are your browsers up to date? I have problems with HTML5 on Safari at my school.

Your first question, it might be the security that Firefox adds to local files. If anything, it might be your config. Type "about:config" as the URL and there's probably a variable you have to change.

Your third question, it's supposed to be !DOCTYPE, just make sure you got that right.
Code: [Select]
<!DOCTYPE html>
I recommend you use a validater to check your code for errors. I use this one.

25
Audio / Re: Phospholipid Bilayer, wrote a new song!
« on: May 14, 2012, 01:52:37 am »
It was good, although at some points it started sounding a little dissonant (something I'm not really a fan of, but I know some people who like it :p). It still sounded good though. I picked up my guitar today hoping to make a master piece like you, but I just can't. You got skills and you inspire me bro. You really need to add singing next time.

26
Entertainment / Re: Facebook has a new chat feature...interesting
« on: May 10, 2012, 12:44:39 am »
Just another way that Facebook steals your privacy.

27
Other Projects / Re: [The Legend of Zildo] Episode 1
« on: May 09, 2012, 09:19:14 pm »
I actually downloaded some Zelda roms for the GBC games today on my Andriod. The touch screen makes it hard to play. It would be awesome if you made gameplay like Phantom Hourglass (I feel like I'll get flamed here), but I guess with some modifications.

28
Coding / Re: Building a Game Engine Help
« on: May 06, 2012, 11:09:18 pm »
Walnut: Yeah, I'm aware, I've made a game in pure Win32 and GDI years ago. I'm not entirely new at making games or applications, just frame-working an engine.

Oh yeah, Infini, I have been studying your code. For one, your PlatformMain() entry point is somewhat unnecessary. You can use main() for creating Win32 App, it even says so on the Microsoft Docs. If you want to get rid of the console window, you can just use:
Code: [Select]
#pragma comment(linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"")
//Why not keep the console while debugging?

Also, I noticed you use
Code: [Select]
#pragma once as your control guard. Not sure if you know, but I've read that it's best to use
Code: [Select]
#ifndef FILE_H
#define FILE_H
//... insert code here
#endif
across your whole application.

Anyways, that's what I know from experience. I'm going to try to make my own way of making things work like you, but I'm going to use the STL.

Unfortunately, I want to add threads using the STL but it didn't come out for Visual Studio 10 and 11 Beta does not work on Vista. Would anyone recommend me switching compilers or should I simply wait until I get a new computer (in at least 2 months! w00t!).

29
Graphics / Re: OOT sprites in LTTP style
« on: May 06, 2012, 04:38:44 pm »
I had to look very close to find the difference between them. I would go with 2, number 4 and 3 look somewhat blurry and number 1 looks too minimal.

30
Discussion / Re: -The Legend of Zelda: Soulkeepers Lyre-
« on: May 06, 2012, 04:35:10 pm »
The small previews look really good! I like the detail you put into the tiles and I really love the palette. When can we expect a full man? :D

Just wondering, what is this being made in?

31
Coding / Re: Building a Game Engine Help
« on: May 05, 2012, 10:50:49 pm »
Thanks. I don't really use Sleep() for precise intervals. I noticed it's unreliability long ago. I only use it for 10 milliseconds and then artificially limit the FPS from there (simply don't draw if it's past 60 FPS, though I'm not entirely sure what would happen on monitors with higher than 60 refresh rates).

Your whole code is making me want to try do the same (make everything from scratch). I always thought I was speed obsessed until I saw you, you're extreme. I want to start making a game already though... :D

32
Coding / Re: Building a Game Engine Help
« on: May 05, 2012, 10:22:01 pm »
Quote
Definitely not necessary, you can get away with new/delete fine lol, I'm just going for crazy speed.

You did ask for an example of my functions :). lol
Well my brain exploded looking at all of this O_O I'm still looking at it and it's very interesting. I have a lot to learn. How long have you been working on it? And where did you learn all of this from? Do you read books on this all?

I knew the best place to ask about programing was the ZFGC, cause Infini lives here! lol
Quote
To me it makes sense to build a solid timing system before delve into graphics, since graphics are dependent on timing. You know, just a wrapper against OS tick calls mostly.
I already have a limit of 60 FPS and for Win32 I use GetTickCount(). I had to call Sleep() anyway, so I could lower my CPU usage.

33
Coding / Re: Building a Game Engine Help
« on: May 05, 2012, 10:00:30 pm »
Quote
If you want an example, look in memory.h, callocator.h and cheapallocator.h from one of my projects here
Wow, this is very hard to follow. Just wondering, how necessary is this?

34
Coding / Re: Building a Game Engine Help
« on: May 05, 2012, 09:26:25 pm »
Hm, wow thanks guys. I keep reading these over and over trying to understand.

Quote
Number one rule of game developer, always avoid allocating at runtime when possible, memory allocation is one of the slowest things you'll find in any game. Especially on consoles. Try and load everything before hand, or better yet, stick em in the stack.

Personally what I do is write my own allocation routines (and then override new/delete to assert, to make sure people don't accidently use them). These allocation routines typically allocate in huge blocks of about 64mb each, and then portion them out and return them. Far faster than malloc'ing them at runtime.
This I'm kinda confused about. What do you mean by "stick em in the stack"? And would you mind giving me an example of your own allocation routines?

Quote
Error codes for functions are IMO a far better way to go.
Does an error code mean something like my idea of having a boolean return that makes its way go back to the main function? I generally use that to find errors, then in the debug version of my project, I have the console activated and I use std::cout and cin.get() so I can assess what happened. The reason why I have it go back to the main function is so that I can safely delete the Game object that I create and immediately return, ending the program.

35
Coding / Building a Game Engine Help
« on: May 05, 2012, 07:57:55 pm »
Hey guys, so I started writing a game engine architecture by myself. I guess I'm an intermediate at C++. Before anyone says anything about game engines being bad, I want to say that I shall be reusing it and building onto it in my later projects. For now, I only want to make the core with some 2D graphics foundations built in.

I need help because I don't really know how exactly the best way to build it would be. My current idea resolves around circular dependencies, which I want to avoid. Generally, I have a header, game.h
Code: [Select]
#include <vector>
#include <string>
#include "texture.h"
using std::string;
using std::vector;

class State;
class Game
{
private:
vector<Texture2D> Textures;
State* Level;
public:
/* Some startup and exit functions ... */
TextureAdd(string filename);
}

And then my level.h:
Code: [Select]
class Game;
class MainMenu : public State
{
private:
Game* game;
public:
/* Some functions here ... */
void Load()
{
game->TextureAdd("Graphics/player.png");
}
}

I generally wanted to have my textures stored in the core so that some textures could be preloaded during some levels and used in the next. One problem is the circular dependency that is being created. Another is that I have to be careful to know which textures are preloaded when. I'm just having trouble coming up with concepts.

Another thing I don't understand is memory management. How do I handle that? Should I try to allocate everything as soon as possible? Also, in case that the player has an error, how do I handle that? Should I make some functions boolean that return false so that my main function can end peacefully or should I just use a function like exit()?

Anyone like to share how they build their engines?

36
Audio / Re: Song for a girl
« on: May 04, 2012, 08:30:22 pm »
Sounds good. Did you use 2 guitars? If you only had one, then that would be impressive. Regardless, it was really good, I wish I knew how to compose music that well. I was expecting some singing, you should really add that if you know how to sing.

And ugh, a girl asked you to the prom...? I didn't think that was possible. I thought the guys have to make the first move... :( I'm going to my prom dateless, I have no luck whatsoever with chicks... Good luck!

37
Coding / Re: Playstation Suite
« on: April 24, 2012, 08:28:38 pm »
Quote
And C++ and C# are not entirely different so it would not take long to port your codebase over.

The two are almost entirely different O_o Sure, they have similar syntax, but the differences between them otherwise are huge.
Heh, I said this before I used C# much :p There are some big differences, but it's not as big as porting your code to work for Mac if you've already made your program using Win32.

38
Discussion / Re: The Legend of Zelda: The Oracles
« on: April 24, 2012, 02:07:10 am »
Thanks everyone! The GameMaker file has started becoming so large and unorganized... Fortunately, I'm starting to port this too C++. Progress has been going super slow to non-existent though but please bare with me! I'm taking all college course so I'm having almost no free time with all this homework I'm getting.

39
Yeah, I heard about this and was pretty much "what the !@#$%, nintendo?". I didn't play black or white, do they cut the story off halfway through and only have half the pokemon unlocked or something?
Well, what they did was only have new Pokemon in it which messed it all up for me, especially since most of those Pokemon looked like they could be evolutions of existing ones. Look at this, you can't tell me that doesn't look like a Luvdisc evolution.

Anyways, I saw the news of this game. It looks interesting, loved the first one but I don't have a 3DS so I can't buy this...

40
Recruitment / [For Hire - Free] Programmer - Read for Details
« on: April 21, 2012, 12:56:38 am »
About Me:
I am 17 years old and I live in New York City. I started programming when I was 12. I am currently going to an Early College High School and am taking a Data Structures and Algorithms class. I will be attending college next year where I want to pursue a Bachelors in Computer Science. I want to create a game mainly for experience so I am willing to work for free.

What I Can Offer:
  • I consider myself an expert in GameMaker 8, knowing most advanced features and some dlls including 39dll.
  • I use Python in class, but I only know console programming. I can learn anything extra if necessary fairly quickly.
  • I am intermediate at C++. I know some advanced concepts (took an interview quiz online, knew most of it), but I may run into problems sometimes. I use OpenGL for graphics, with GLFW for Windows creation so everything can be cross-platform. I know some Win32 programming.
  • I have XNA and PlayStation Suite downloaded but I have only experimented with them. I am better at PlayStation Suite since it uses OpenGL concepts and I can learn the program quickly.
  • I know how to use GIMP for art making. I am not a good artist, so work would be very simple.
  • I play Guitar and sing. I've written some .midi files using Guitar Pro 5, but again my work would be simple as I am not very experienced in this stuff, but I can help in music creation.

Previous Projects:
I have not completed any of my projects. I have nothing to show because all of my projects have gotten no where. I mainly make 2D games. I have experience with RPGs, platform games and top-down games so I am able to make pretty much anything.

Or Help Me:
If you don't have a team or any projects, we can always collaborate on making a new project. I mainly need an artist, who is able to do concept art, sprites or models. We can always make a PlayStation Vita game using PlayStation Suite and profits can be split 50/50.

Thanks.

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