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Messages - Infinitus

Pages: 1 2 3 [4] 5 6 ... 199
61
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: March 29, 2012, 05:05:49 pm »
Sup Minalien. Just figured I would come say hi.


62
Coding / Re: .png or .bmp background loading from external source?
« on: March 18, 2012, 12:49:54 am »
Quote
and about memory usage, its at 28.612 kb memory usage after 15 minutes of playing. Thats not bad I think.
Are you sure you shouldn't have a , in that and not a . :P. If not that's the most impressive memory usage I've ever seen for anything running on a computer. Especially given windows allocates 1MB just for the stack by default :P

63
Entertainment / Re: PS Vita
« on: February 26, 2012, 01:54:59 am »
From what I have heard, not too many people are optimistic about it.  Memory cards are outrageously priced.  The system will really need something in the way of games to re-establish some hold on the mobile market.
To be fair you don't need the memory cards unless you plan on doing a lot of game-downloading (which I don't know about you, but I would probably not).

The actual game retail cards have 10% free space on them for save-games and alike.

64
Entertainment / Re: PS Vita
« on: February 25, 2012, 04:37:10 pm »
I am tempted, just because I get it like < 60% off thanks to staff discount. But I doubt I would ever use it much, and even with the discount, its a lot of $$$ to justify spending on something I doubt I will use.

Plus I can just play on them at work lol.

65
Coding / Re: What is going on here?
« on: February 22, 2012, 11:38:51 pm »
<_<

Early morning coding can go seriously wrong unless you get the right balance of sleepishness and alertness.

/nosensewasmade
That's not an excuse for crashing SOE's servers, Mr. Timothy!!

BUUUUUT I ONLY crashed it a little ;_;

66
Coding / Re: What is going on here?
« on: February 22, 2012, 06:09:26 pm »
<_<

Early morning coding can go seriously wrong unless you get the right balance of sleepishness and alertness.

/nosensewasmade

67
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 21, 2012, 08:24:31 pm »
I'm not bashing anything, I'm just being honest about its shortcomings, I even praised it for being a good way to entice people into game development.

68
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 21, 2012, 07:43:13 pm »
I know alot of C++ inside out
Why is a #define better than a const?
Explain stack unwinding.
What is difference between malloc/free and new/delete?
What is an anonymous namespace?
What is polymorphism?
What is template metaprogramming?
What is the mutable keyword used for?
What is a functor?
What is a dangling pointer?
What does RAII refer to?
What executes faster: ++i or i++, where i is an integer variable?
What is an example of when a destructor is NOT called at the end of scope?
Explain the difference between a struct and a class.
What is name mangling in C++?


Hope you can answer all of then then :3. Those are all very basic C++ interview questions.

69
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 21, 2012, 07:21:01 pm »
Also bare in mind if you go to a game development company and say your first published game was made in gamemaker, you will be laughed out the door lol.

Would people really pay for crap made in game maker?

Hell i was surprised when that RPGMaker looking game call of chthululululu sold on steam.
Its amazing what people will throw their money at.

I would switch to C++ but there are things I still can't do. I'll be trying to solve those this summer.

What I don't understand is why the still slandering of game maker? It's got future porting to iOS/Android (Out this year), stuff on PSN, Steam?, HTML5 and all that. It's been praised by BAFTA and used to help the winners of the young developer awards build their game. Game Maker does so much yet people still shoot it down.

Especially as there's worse software. Torque for a start.
Simply put; game development is one of the most elitist industries around, unless you know assembly, or c++ inside and out you won't have a chance of getting a professional job.

Game Maker, despite its good ability to entice newcomers to programming and development of games games, it has many many flaws. It's completely impractical for performance critical code or low-level code, it's very very limiting, it teaches bad habits and design methodologies, not to mention the actual engine is proprietary and will not be made available any-time soon. It will never be taken seriously by the industry.

70
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 21, 2012, 07:01:52 pm »
Also bare in mind if you go to a game development company and say your first published game was made in gamemaker, you will be laughed out the door lol.

Would people really pay for crap made in game maker?

Hell i was surprised when that RPGMaker looking game call of chthululululu sold on steam.
Its amazing what people will throw their money at.

71
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 21, 2012, 06:47:31 pm »
Quote
I still don't get why people care about what a game is developed in?
They don't intrinsically. It's just that the majority of games made in gamemaker are complete !@#$%.

I really wouldn't get your hopes up though guys, steam is notoriously restrictive over what they allow into the store, your only real way as an indie is to already have an large established community around the game - as most indie games on steam have.

Send a message to the steamworks support team, and they will give you a brief overview of the TRC they require before releasing games on steam.

72
Other Projects / Re: [Demo] Zombie Grinder
« on: February 03, 2012, 06:08:40 pm »
Desura Contract Signed

*check*

73
Other Projects / Re: [Demo] Zombie Grinder
« on: January 30, 2012, 10:58:01 pm »
I've had a similar problem before. Odd and annoying to pinpoint D:

Also sound driver does jack all on linux, it uses a different audio system in linux (was somewhat of a heck by me to fix things, I'll add the other drivers back in shortly)

74
Other Projects / Re: [Demo] Zombie Grinder
« on: January 30, 2012, 06:52:35 pm »
What was the issue with pulseaudio / how did you fix?

75
Other Projects / Re: [Demo] Zombie Grinder
« on: January 29, 2012, 11:13:00 pm »
http://twindrills.com/uploads/game_updates/zombie_grinder/zombiegrinder_stub_linux.zip

Now. (point of note this is the first linux compile, pretty sure its going to assplode)

76
Other Projects / Re: [Demo] Zombie Grinder
« on: January 29, 2012, 10:11:48 pm »
No chance of playing the game offline ? Currently my internet connection is really slow, making the game crash randomly.
It's on the todo list. At the moment it relies heavily on the master server for different bits and pieces.

77
Other Projects / Re: [Demo] Zombie Grinder
« on: January 29, 2012, 01:57:13 pm »
Tried using a software called OpenMPT to convert my .wav into an .it module, loaded it up and tested it with the .it file, still loaded into the default music. Running on Wave gametype.
No idea what your doing in that case.

78
Other Projects / Re: [Demo] Zombie Grinder
« on: January 28, 2012, 10:45:06 pm »
Thanks, that solves a lot of layer issues. And I'll try out the BGM later, I'm hoping that the Wave gametype doesn't override the music? And I tried out both an mp3 file and a wav. Neither worked on the Wave or Deathmatch gametype. Can I check if a gametype's music overrides?
As I said, BGM is tracker-format only, we use .it / .xm / etc, we don't use sample based formats (wav, mp3, ogg, etc) for bgm.

:3

79
Other Projects / Re: [Demo] Zombie Grinder
« on: January 28, 2012, 09:21:33 pm »
:D. Mac works, thats good!

80
Other Projects / Re: [Demo] Zombie Grinder
« on: January 28, 2012, 07:58:21 pm »
Been taking advantage of the SDK. :P
Pretty much just trying things out.
Don't understand how the BGM works because when I try to add it to the map both via the settings OR the sound source it still plays the default music.
But I haven't really come across many issues other than this and zombies seem to spawn in a different layer than incorporated.
Still this game is great fun and it will be fantastic when it's done!

:3

- BGM only works with tracker files for the time being. Were you trying to use a different format? It should be set in the settings. Make sure you not using a gamemode / map script that overrides it though.

- Zombies will normally only spawn on layer 3 (the middle one) - This is where ALL of your objects (apart from decoration stuff) should be positioned, otherwise you will get all kinds of wierd problems.


Anyhow, anyone with a mac got time to help?

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