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Messages - Windy

Pages: 1 [2] 3 4 ... 70
21
Entertainment / Re: Japanese 3DS launch titles and Battery Life Announced
« on: February 27, 2011, 09:02:43 am »
Personally, I consider the DSi to be a worthless portable, so "for practically nothing" makes sense to me.

22
Graphics / Re: My FSA Rips
« on: February 11, 2011, 11:06:01 am »
I believe that's how it is with most of the maps posted on that site, I don't think they're intended for this sort of use.

23
Entertainment / Re: Japanese 3DS launch titles and Battery Life Announced
« on: January 21, 2011, 09:54:49 am »
I'm surprised someone has yet to make a joke abo- *battery dies*

24
Coding / Re: Zelda Engine
« on: January 18, 2011, 01:31:18 pm »
Uploaded a new version. This version adds a few new things:
[ul]
  • A Pushable Block
  • (Rather Crappy atm)Day/Night Cycle
  • Transitions (Activatable by running to the edge of the screen or by pressing X)
[/ul]

25
Coding / Re: Zelda Engine
« on: January 03, 2011, 11:42:28 pm »
I've updated the attached file on the first post.  This version introduces a base character object that can be used for any object that faces in 4 directions and interacts with the environment, it takes care of the collisions with solid objects and also is the required class for most of the states, which means most objects that inherit from this class can also reuse the same code that I use for link.  I've also made changes to the audio handler.

It adds a few blocks and a sign to demonstrate the new features, I've had to temporarily do away with sword swinging.

It also introduces some new "events", in my engine "events" are implemented as interfaces, initially I only had two interfaces, IRenderable which allows you to draw things and also IUpdateable which allows you to execute code per cycle.

This version introduces 3 new interfaces, ICreateable which gets executed when an object is added, ICollidable which gets executed on collision and also provides you with additional collision methods, and IInteractable which gets executed when link tries to interact with the object.

26
Doesn't it come with other !@#$%, i imagine it's the other !@#$% that makes it cost that much.

27
Coding / Re: Zelda Engine
« on: December 11, 2010, 05:21:39 pm »
yeah, that error comes from not having an up to date version of directx installed, i'm using the latest.

At the moment I'm working on collisions, NPC's and pathfinding.  It's all done via what I refer to as an InputController in the engine, I've designed it so that the input for different states, standing, walking atc. is implemented using an abstract interface, so it could be coming from a keyboard, gamepad etc. In this case though it implements a system to find the best path and sends the appropriate input and thus I can reuse the existing states I've already created for link in this case and use it move NPC's around, I can also see it being pretty useful when the developer needs to wrestle away control from the player for like a cutscene.

28
Coding / Re: Managing arrays in GM
« on: December 11, 2010, 05:07:12 pm »
Last time I wrote a text engine for gm i used an array for each color, for my current c# text engine i used dictionaries, i imagine something similar could work with gm using a combination of checking if the index exists or possibly setting an index regardless of each character, but give it a false value so you know no color etc. needs to be applied.

29
Coding / Re: Zelda Engine
« on: December 09, 2010, 02:58:16 pm »
The new version worked for me. Everything appeared normal, didn't have the same issue with the text as others had. For some reason I was moving the Yes/No cursor back and forth quickly multiple times and it crashed. May be a sound issue. The animation of Link slashing was very nice and fluid.
I tried moving it quickly back and forth and wasn't able to encounter the same issue. Having now switched to using XAudio2 instead I imagine it won't happen again.
The reason the animation is rather fluid is that I set it up so you can specify the delay for each frame, the slashing animation in particular, doesn't have a consistent delay, which is where most people go wrong, having recorded the delay for each frame I can get it to animate at the exact same speed it is in the game I ripped it from.

30
Entertainment / Re: The Giant battles in Bowsers Inside Story are stupid.
« on: December 09, 2010, 08:57:54 am »
But it adds realism to the game.

31
Coding / Re: Zelda Engine
« on: December 07, 2010, 05:41:15 pm »
With me the engine runs, but the letters are tremendously huge and jittering all the time.
Well the jittering is intentional, when you say tremendously huge, do you mean like the screenshot Sahittam showed above? the text should be just inside the box, but larger than normal.

32
Coding / Re: Zelda Engine
« on: December 06, 2010, 02:00:02 pm »
No, the text shouldn't be that large, the rest of it is actually expected as I turned things off to increase the chance of finding out what the issue is.

EDIT: Was able to find the problem, for some reason depth testing was acting differently, so I just turned it off.

33
Coding / Re: Zelda Engine
« on: December 06, 2010, 12:06:23 pm »
It looks like it's only affecting 32 bit windows users, I have run some tests and so far haven't figured it out, I've managed to get one person using 32 bit Vista whose got it to work, so maybe i've fixed it, otherwise I've set this version to dump a log file called debug.log which should help diagnose this unusual issue.

34
Entertainment / Viva Piñata 4 99c
« on: December 05, 2010, 03:55:59 pm »
http://www.gamesforwindows.com/en-US/dailydeal/day3/

I've never understood this game, or played it, but I imagine it's worth at least 99c.

35
Coding / Zelda Engine
« on: December 05, 2010, 03:23:48 pm »
It's built with C#, SlimDX and NAudio. Haven't gotten very far atm, all I've made so far is the heart system, basic link with movement and sword swinging action, and a text engine.

The goal was to design an engine that made it easy to add features and modify existing ones.  So far the text engine is probably the most advanced part of it, all the text is in a proprietary XML language format and supports multiple languages, colour, scaled text, a jiggling option that makes the text move around and support for questions with 2 answers, eg. yes/no.

It also uses a state based system for objects, so there are separate classes for standing, walking, and using the sword.

I don't have any systems yet for loading levels, collision, tile sets or menus of any kind.

I've attached a short demo of what I've done so far. Directional keys move and z.

36
Feedback / Re: Resource storage suggestions
« on: December 03, 2010, 12:12:58 pm »
Perhaps I don't think I quite understand what you mean by grouping.

I had designed it with it's intended purpose being a place where members can, assuming said resource exists, be able to find it and import it into what software they're using. Say for example they're searching for a sprite of gohma, you would go to the search page and start typing gohma, if the tag exists then it'll pop up on the auto-complete while they're typing and they can select it, after they hit search, the results will pop up, assuming they weren't able to find or there were too many results it suggests tags to help narrow down the result, hopefully until you get to the point where you are able to find what you're after.

It might be similar to another part of the system which I refer to as "collections", where users can create they're own collection of resources of different types and show them off publicly for others to find.  So for example if I were to do the same search, I might a find a collection that contains the sprites, as well as sounds to go along with it, possibly an AI engine of sorts and possibly even a tutorial on how to put it all together. It's more catered to those who aren't looking for anything in specific.

37
Feedback / Re: Resource storage suggestions
« on: November 27, 2010, 05:10:30 pm »
The whole grouping aspect is sort of supposed to be the job of tags, for example if they had ripped a resource from the minish cap, then they would tag it as "ripped, minish cap" and it would only show up in searches featuring those tags. I've pretty much left it up to the user to decide on what tags to use, as I don't believe that it would be possible to keep track of all the tags that may be required. If something has been tagged incorrectly or inappropriately then it's up to moderator or the creator to handle it.

Viewing a sheet works similar to how I've set up the screenshot preview feature for projects, like the projects that have screenshots, graphical resources have the little preview icon in the top left of their box that you can click on, naturally instead of showing screenshots, it shows the actual image instead.

It should be alright to use the direct url to the resource, I can't see any particular reason as to why it shouldn't work.

38
Updates / Site Tagging Update
« on: November 27, 2010, 04:54:31 pm »
I've started to push some of the updates I've been working on to make it compatible with the yet to be released resource system.

This update is for the tagging system, mostly back end changes that have allowed me to shave off around 500 lines of tagging code and reduce the risk of bugs as well as making it easier for me to introduce new features that may require tagging.

There have also been several changes to how searching works within the gallery system, it now includes auto-complete and makes it easier to identify and remove tags.

As a result of these changes, members who already have projects on the site, will be required to re-tag them.

39
Feedback / Re: Resource storage suggestions
« on: November 25, 2010, 04:38:27 pm »
Just to add something to #1. It is up for discussion, to a limited extent as it's almost complete and I'm not going to start making radical changes to it. Keep in mind what you're seeing is a part of the old site, the newer system is quite different.

The new system works quite similar to the project system I already have up, except for a few differences.  I haven't changed it over yet due to still fixing existing issues with the project system, which can then be integrated back into the system as a whole.

Most of the fixes are internal, so it doesn't look like much is going on.

40
Feedback / Re: Can't create new topic in Other WIP
« on: November 21, 2010, 04:10:18 pm »
I had previously recommended that topics be posted/stickied in those boards so people are aware why they can't post topics. Once you understand how it works there is actually less click depth required.  This isn't about fixing things, it's more about increasing project visibility and making it easier for end users to find and keep updated on projects they're interested in as well as allowing for easier integration into the site's features.  The reason for it posting to the forum is that I want to keep the discussion on the forum, not have it fragmented over the site, if it's all in one place then it's less likely to be missed.

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