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Messages - Downsider

Pages: [1] 2 3 ... 23
1
Coding / Re: Bones animation in Game Maker 8.1
« on: July 27, 2012, 12:18:10 am »
If you're making a commercial game in 3D you really shouldn't be using Game Maker. I'm not 100% on how Game Maker has evolved over the years, but unless you're willing to write and bind your own libraries to Game Maker (at which point you may as well write your own engine in a real development environment), you're going to be at the mercy of several unmaintained and deprecated DLL's to try and facilitate the functionality that your game needs.

2
Coding / Re: Playstation Suite
« on: April 19, 2012, 10:29:17 pm »
Quote
Emulator (/Simulator) for this platform? Isn't there already one for windows to debug games in? There was when I checked a few weeks ago.

Nah, I mean emulators in the sense of emulators of various consoles that run on the Vita. The main thing that makes emulators so quick nowadays is dynamic recompilation, essentially taking the machine code that the console's looking to run and converting it to a format that's friendlier to the CPU of the machine you're trying to emulate it on during runtime. It's sort of like JIT compilation, actually, with a middleman bytecode language, but instead of bytecode it's machine code for an alien platform.

Can't do that in C#, really, so there's some huge performance gains thrown out the window, not to mention that since it's not JIT'd it'll run !@#$% poor in the first place just from running a VM on top of a VM, where neither is JIT'd.

Quote
Not really. I mean if you want to do mini's development all you need is a PSP devkit, and those are loaned out now, they aren't even sold. Theoretically you could probably join for $0, need to prove you know what your doing to some extent tho.

I want to make Vita stuff, though. I was under the impression that the Mini's were ran in the PSP emulator or something that didn't allow you to leverage the full power of the Vita.

The only option is to pretty much use this SDK. I don't think I'll be CPU-bound for my freerunning game, though, much more likely GPU-bound. The only issue is I doubt it'll be running on the Xperia play or the other platforms that it apparently *has* to run on to get to the PSN. Is that true, that it must run on those platforms as well?

3
Coding / Re: Playstation Suite
« on: April 19, 2012, 10:18:18 pm »
Quote
I doubt it will happen, one of the main reasons of using C# is to easier allow the code to run in a sandbox (Sony are honestly the most paranoid people I have ever known when it comes to the security of their consoles, they really don't want any security holes that allow unsigned code D:), plus I think they reckon that if anyone wants to do C++ they will just sign up to the developers program (it's actually surprisingly easy to get into from what I've been reading on the scedev forums). Especially if you go down the mini's route.

Not to mention that low-level access might cause issues with Sony's write-once-run-anywhere policy (well anywhere meaning any certified sony devices :P).

I expected this anyway, but it's still a bit of a letdown. Developers programs for consoles are usually quite expensive.

Quote
If it works like the PSP/mini's stuff on the PS3, I think it's emulated (non-JIT), they also have some crazy executable format that can be transported between any of their platform without recompilation.

That said, I work on the toolchain team. The jap's do all the emulator stuff, so not something I know a lot about.

If that's true about no JIT and only a VM, that's a huge bummer. That "crazy executable format" is basically Mono's .NET implementation, which is based off Microsoft's .NET which is considered a standard now, so it's not that crazy. Just crazy slow as compared to natively compiled code, especially since there's no JIT compilation from what you just said! At least you have raw OpenGL access, and most games ARE GPU-bound anyway, so hopefully the reduced execution speed won't cause too many issues.

It would've been nice to see some emulators made on this platform, but because it's not JIT'd those are going to have a lot of issues. Might've been able to have a N64 emulator at decent speeds if it was JIT'd and allowed linking C# dynamically, but I doubt the latter is even allowed in any way, shape, or form.

4
Coding / Re: Playstation Suite
« on: April 19, 2012, 09:45:23 pm »
I'll ask around at work and see if I can find out.

Where the hell do you work?
Sony ...

It's been a while since I was last on these forums.. I wonder how old you were when I was around here. I was 11 when I used to go on these forums back in '06. Things change, and I remember you just being a kid too, lol. I remember when you had set up that BinaryPhoenix website, if I remember correctly.

Let me know what you find out. It'd be nice if you could still test on-device without a license so the homebrew scene could thrive without having to heck the device. What's the word on other languages? I'd much prefer C++, I already have a codebase in that, and I largely chose to write it in C++ because of low level functionality and multi-platform support. I don't think Sony would be too happy about the low level functionality and would much prefer the relative safety of things running in a VM.

Speaking of, the C# you write for this is JIT'd, right? It better be :-X

5
Coding / Re: Playstation Suite
« on: April 19, 2012, 08:51:37 pm »
I'll ask around at work and see if I can find out.

Where the hell do you work?

6
Coding / Re: Playstation Suite
« on: April 19, 2012, 07:40:07 pm »
http://www.playstation.com/pss/developer/openbeta/faq_e.html

Mhmm, the FAQ unfortunately confirms pretty much exactly what you were saying.

7
Coding / Re: Playstation Suite
« on: April 19, 2012, 07:18:01 pm »
Lol no chance of ps3 :). Works for any sony-certified devices. Which at the moment is basically vita and the xperia phones. You'll need to sign a contract before you can debug live on the devices though, otherwise you'll be using the simulator.

I'm already able to test on device. There's no agreement or anything that I can remember.. Maybe after the beta phase that'll be in place.
It's after the beta. During you can test all you like.

Beta ends in November I believe.

From what I read in the PDF that I think you're referring to, the only thing you need is the $99 license to deploy to your own device once the beta period ends.

8
Coding / Re: Playstation Suite
« on: April 19, 2012, 03:56:49 pm »
Lol no chance of ps3 :). Works for any sony-certified devices. Which at the moment is basically vita and the xperia phones. You'll need to sign a contract before you can debug live on the devices though, otherwise you'll be using the simulator.

I'm already able to test on device. There's no agreement or anything that I can remember.. Maybe after the beta phase that'll be in place.

9
Coding / Re: Playstation Suite
« on: April 19, 2012, 03:19:50 pm »
As much as I hate C#, I love portables and I loved the PSP..

..so I'm going to be remaking Cobalt Runner for it.

<a href="http://www.youtube.com/watch?v=7GaDMSTLWfs" target="_blank">http://www.youtube.com/watch?v=7GaDMSTLWfs</a>

10
Other Projects / Re: Zombie World Online
« on: April 12, 2012, 06:11:57 pm »
Let me know what you think of the blog design, I'm going to be updating this rather frequently, try to gather a bit of a following behind the game ;)

http://zwo.deljam.net/

I feel like your UI for comparison/equipping is a little goofy. It's cool that you can compare items and stuff, however I really think it would be more intuitive if you added an Equip button to the item you are comparing. That way, you won't have to press "Back" to press "Equip" on the item. You would equip AND go back to the item screen. That's just my two cents for now. I also think it would be beneficial if you added colored text (green for improvement/red for not as good) for the items.

Other than that, I haven't seen much gameplay so I can't really judge other than for the UI.

Good idea as far as the coloured text goes, and I know that the comparisons are pretty awkward. I'm going to be putting up some gameplay trailers soon enough, too. I redid a bunch of the GUI stuff, though, so maybe I'll make another video when I get a chance. I did remove comparisons and added some different icon stuff.

11
Other Projects / Re: Zombie World Online
« on: April 02, 2012, 03:57:47 pm »
Recorded a UI demo off my iPhone. Still no comments? :/

<a href="http://www.youtube.com/watch?v=owFtSazlmjU" target="_blank">http://www.youtube.com/watch?v=owFtSazlmjU</a>

Scripted in my engine (NetSpanner)'s scripting language.

12
Other Projects / Zombie World Online
« on: March 19, 2012, 04:22:27 pm »
Been a while since I posted here, and I looked at some of the posts I made back from '06.. Yeah.

I've been working on an MMO engine for around 6 or 7 months now. The features largely revolve around an embedded scripting language, and being able to hotswap scripts/graphics/levels/any asset in and out for anyone connected to the game or online SDK simply by hitting the save button or uploading the new graphic while using the networked SDK. If any of you have worked on anything using Graal Online, you'd understand the paradigm behind the development, except this one is a lot more streamlined, flexible, and portable. The SDK connects directly to the game server and updates the assets that you update on other developer's SDK's and clients automatically. The client runs on the iPhone, Android, PC, Linux, and Mac platforms, and likewise, you can play cross platform between each of those.

The concept behind the game is a zombie roguelike MMO, as in you die, and your character is deleted forever, similar to any other roguelike you may have played. For all intensive purposes, everything else is basically a zombie simulation with an emphasis on social interactions, events, trading/economy, and PvE (realtime) combat.

I'm looking for some pixel artists to help continue making assets for the game, and I'm also looking for level designers to help create the overworld and interior levels.









As you can see, the aesthetic is largely mixed and not very fluent. UI design is pretty much utter crap at the moment, and I'm looking for everything from UI designers and pixel artists to someone to make a few splash screens for things like login and whatnot. Also, level designers to help create the overworld and interiors.

If you're interested, or have any comments or criticisms, send me a PM or post below and we can talk it out :]

13
Coding / Re: Pokemon Overworld
« on: August 26, 2010, 06:02:41 pm »
I propose Zelda Classic for Pokemon-style games, wouldn't that be fun?

14
Discussion / Re: Untitled PSP FPS
« on: July 12, 2010, 02:23:51 am »
Most of the map editors for Quake-derivative games are very similar to one another, yes.

15
Discussion / Re: Untitled PSP FPS
« on: July 10, 2010, 05:48:58 pm »
I'm a game artist and don't deal with programming but...

Out of curiosity what motivated you to modify a Quake engine?
Is this a hobby, practice or just a whatever project for programming or am I way off?

I create art assets like concepts, sketches, illustrations and models plus animations.

So I am curios about your approach from an artists perspective.

Also, why the PSP?

I just do it as a hobby.

I chose the Quake engine because I knew I could modify it to support Half-Life maps and models. With that knowledge in mind, I no longer had to create tools to compile my maps and models, because Half-Life has a huge fanbase and there's tons of developers tools for it. Quake also has a virtual machine for game logic, so I can quickly test my game without having to recompile large amounts of code in C. It's a well-structured engine, with portability and compatibility kept in mind. If you know C, it's a great choice.

I chose the PSP because I prefer low-poly art and making things look good on relatively low-power hardware, and there's a huge homebrew following for the PSP.

What's the song in that first video? Game looks really good too by the way. For some reason I'm attracted to old-school first person shooters a lot. <3

Thanks.

We're here to Save the Day by the Constellations.

16
Discussion / Re: Untitled PSP FPS
« on: July 03, 2010, 10:02:08 pm »
Pretty much completely different. :'(

17
It looks nice, but the textures are really badly skewed and the only reason it really looks pretty is because of an excessive amount of shaders.. Textures don't really compliment each other.

18
Discussion / Re: Should I drop the Retro idea and go Modern/Next-Gen?
« on: July 03, 2010, 09:37:38 pm »
I think you should start working on it after three years of procrastination and total changes to everything about the project every five minutes.

19
Discussion / Untitled PSP FPS
« on: July 03, 2010, 09:28:11 pm »
<a href="http://www.youtube.com/watch?v=dwI0GNmu08M" target="_blank">http://www.youtube.com/watch?v=dwI0GNmu08M</a>

<a href="http://www.youtube.com/watch?v=zjvNdUMZPyk" target="_blank">http://www.youtube.com/watch?v=zjvNdUMZPyk</a>

<a href="http://www.youtube.com/watch?v=FhV7k5YsVDw" target="_blank">http://www.youtube.com/watch?v=FhV7k5YsVDw</a>

<a href="http://www.youtube.com/watch?v=O-3wV54JgjM" target="_blank">http://www.youtube.com/watch?v=O-3wV54JgjM</a>

The engine's my own, derived from Quake. I reverse engineered and added support for Half-Life maps and Half-Life models. There's tons of networking improvements, since it's on the PSP, after all, has to stay reliable over a relatively shitty connection. It's a highly, highly improved Quake engine running on the PSP, that's what I made and that's what I'll use for it.

I'm mainly looking for people who've had experience with Half-Life mapping to help me out here.

As far as the game design plan goes, it's a multiplayer shooter with some basic freerunning elements. Think CoD4 + Mirror's Edge, or just think of the upcoming shooter Brink. Generic, but I don't give a !@#$%, it's fun.

20
Coding / Re: [C++] Platformer collision
« on: May 23, 2010, 04:07:15 am »
For a simple tile-based platformer?

Moving on the X axis? Take a step on the X axis. In a wall? Break from the loop. Otherwise, loop the check and increment the X position until you reach your destination. I.E., if you're moving at a pace of 5 pixels a frame, do the loop 5 times.

Moving on the Y axis? Take a step on the Y axis. In a wall? Break from the loop. Otherwise, loop the check and increment the X position until you reach your destination. I.E., if you're moving at a pace of 5 pixels a frame, do the loop 5 times.

Moving on both the X and Y axis? Do the first one, then the second one.

Seems to work fine for the most part, although it might have it's flaws in places, it's good for a beginner. Otherwise, I'd do it in trigonometry and represent the world as a series of polygons or various shapes.

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