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I've been reading that guide, and these tutorials seem pretty handy too.
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# ? Nov 3, 2012 16:04 |
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# ? May 23, 2024 11:01 |
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The Gripper posted:Thanks, I must have stumbled across that one a while ago and not bookmarked it, there's a few visited links there! Also noticed that there's a PDF of that guide to throw on my ipad as well, so it seems like a perfect fit. open.gl might be a good thing, although it seems pretty basic and is still WIP.
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# ? Nov 3, 2012 16:06 |
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An intro to modern OpenGL is pretty good, if stale.
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# ? Nov 3, 2012 17:35 |
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The Gripper posted:I'm sure this has been asked and answered a dozen times, but I skimmed the last ~20 or so pages I didn't see anything relevant. I went through a lot of stuff a year or two ago to get up to date on the newfangled stuff, and this book was probably the best single source I found for modern basic patterns: http://www.amazon.com/OpenGL-4-0-Shading-Language-Cookbook/dp/1849514763
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# ? Nov 3, 2012 21:32 |
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Mode 7 Ex Sorry, I'm new to this thread, so I don't know what has already been discussed here. A couple of guys from the gif thread asked for some sort of info on how my roommate made this. Here's what he said on it: quote:This is done using the Mode 7 Ex object, a 3rd-party extension, in Multimedia Fusion 2, a game-making program. The mode 7 object was surprisingly easy to use, being quickly able to load an image for the basic mode 7 capabilities, and another for the voxel-based height-map. I loaded in a Super Mario Kart map to test it, and did a quick paint-over in Photoshop to get the hills, and then selected the walls' colors and upped their brightness in the heightmap to get them to stick out.
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# ? Nov 5, 2012 02:49 |
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The standard "Mode 7" trick used in Super Mario Kart doesn't actually handle differing heights of a map, so that has to be a more clever trick, or actual 3D with some intentionally bad pixel interpolation. Given by the artifacts in the bricks in the first GIF as you get closer to them, I'm going to guess the latter.
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# ? Nov 5, 2012 04:59 |
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Suspicious Dish posted:The standard "Mode 7" trick used in Super Mario Kart doesn't actually handle differing heights of a map, so that has to be a more clever trick, or actual 3D with some intentionally bad pixel interpolation. Given by the artifacts in the bricks in the first GIF as you get closer to them, I'm going to guess the latter. It's still pretty far from 3D. It's Mode 7 with a height map. It's almost like seeing voxels, but not really. The interpolation in the back is just mipmapping. It's using a lower resolution texture to look less messy. It has actual interpolation options for both height map and texture. They are turned off because they would make it look really muddy. If you notice how the horizon is completely flat, that's because it's the boundaries of the mode 7 object. Hills can't actually "rise" above that horizon.
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# ? Nov 5, 2012 06:47 |
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Mode 7 does not have height maps or any sort of vertical adjustment. Mode 7 is just a way of scaling a sprite. If you adjust the scale and position between scanlines (hblank), you get a fake perspective transform. There's a separate trick to allow for vertical transformations, but it relies on tricky IRQ timing and specific SNES quirks (the hack doesn't work on ZSNES/snes9x, as they don't emulate everything perfectly), and doesn't rely on Mode 7.
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# ? Nov 5, 2012 07:18 |
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For a project in Pygame, should I be bothering to use Python 3, or just sticking with 2? It looks like 3 is a little better from a language design perspective, but it doesn't have any features that are super important.
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# ? Nov 5, 2012 22:48 |
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I already posted this in the Making Games megathread but I'm posting it here too because I'm happy with it. I finally made an in-game reason for my AI to fight against eachother, instead of it always being PvE. I noticed how entertaining and sometimes emergent it was when I made two AI on opposing teams run into eachother, so I've made a class of enemy character called a Sentry which behaves just like a normal enemy but they can be "HAYWIRE!"ed to cause them to switch over to your team and they'll fight for you. Here's a video showing the first working one I made. It manages to kill everything in the level mostly because it has 9999 health and everyone else only has 150. https://www.youtube.com/watch?v=_pxqlyhB49A
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# ? Nov 5, 2012 23:57 |
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Vivian Darkbloom posted:For a project in Pygame, should I be bothering to use Python 3, or just sticking with 2? It looks like 3 is a little better from a language design perspective, but it doesn't have any features that are super important. Does Pygame even work with Python 3? If it does, do you know if you'll ever need anything else that might not work with Python 3? As I remember it, most of the changes between Pythons were not very important (if compatibility breaking), so if you are sure everything will work with Python 3 and you wont miss tons of pre made code/answers for Python 2.7 go ahead and use it. I've been meaning to jump ships myself actually. It's strange to me the change from Python 2.7 to Python 3 has been taking this long really.
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# ? Nov 6, 2012 03:06 |
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Above Our Own posted:Can you give an example of a task and how you would break it down, my autistic brain is having trouble deciding how small is too small. Sure, here is a slightly contrived example of a user story that gets carried out every day somewhere in the world. A user has requested that they be able to modify some data on the screen of a web app. There is a table on the screen displaying the data already. Story: "As a User I would like to modify the list of Wizzbangs so that my wizbang configuration is correct." You could produce a list of tasks based off of that: *Build small editor *add web service to receive changes *add submit code to the database Each of those can be broken in to tasks to do or questions to answer. *Build small editor - Validate data - modify html to add editor - update existing Model to deal with modified data - update existing table to properly display modified values *add submit code to the database - deal with some random business rule edge case here *add web service to receive changes - cleanup the mess you left last time you had something really really important to do quick - Can we use the code from the whoosit handler here? The size of each item is a bit of a personal thing because its one goal in life is to keep you focused on what you are doing. It is very easy to get distracted while you code and start to give problems that are very immediate a much greater urgency than they deserve. Having a clear and attainable goal in mind can keep you working on the stuff that you actually feel is important and a chance to evaluate your new idea before you act on it. I Lost My Password fucked around with this message at 04:20 on Nov 6, 2012 |
# ? Nov 6, 2012 03:57 |
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I Lost My Password posted:Sure, here is a slightly contrived example of a user story that gets carried out every day somewhere in the world. This is the only piece of agile development that has made any sense to me as a solo programmer, and coincidentally it's a piece that had never shown up when I'd gone looking for what agile meant, so thanks for bringing it to my attention! (Still never going to call things stories though, that's just weird.)
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# ? Nov 6, 2012 04:25 |
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I Lost My Password posted:Sure, here is a slightly contrived example of a user story that gets carried out every day somewhere in the world:
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# ? Nov 6, 2012 18:22 |
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I hope you'll forgive a tangential question. I'd like to give Unity a try - but I'm on metered internet. I have a free-download period from 2 AM until 7 AM, and usually I use a download manager to schedule large downloads (like Unity's half-gig bulk) for that period. But Unity's download page is stupidly obscured, and doesn't have a direct-download link - and if I feed my download manager the URL of the download page, it'll just literally pull down the HTML, because it's also pretty dumb. So: does anyone have a direct-download link for the TRIAL version of Unity3D - the EXE that's freely available on their website - so that I can give it a try without blowing an entire day's worth of download capacity? e: vv Not in Chrome, at least as far as I can tell. Thank you. SneezeOfTheDecade fucked around with this message at 19:04 on Nov 6, 2012 |
# ? Nov 6, 2012 18:44 |
After the automatic download starts you can right click it and copy the link. http://netstorage.unity3d.com/unity/UnitySetup-3.5.6.exe Edit: You may be right. I did it in Firefox and the only reason I know is cause I was looking for the link the other day. Don Mega fucked around with this message at 19:08 on Nov 6, 2012 |
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# ? Nov 6, 2012 19:02 |
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Above Our Own posted:Thank you, this is very helpful. Is it common to use a similar methodology for other game content, like art assets? Trying to figure out a way for me and my artist to stay on track together for our small project. You also want a concept of user ("as a developer, I..." "As a customer, I...") to indicate if this is an internal task, art facing task, user facing you better polish til it shines task, etc. Finally, you want a "so that", to indicate why the story is important. Example: " as a developer, I will implement the store UI system, so that players can upgrade abilities" would indicate a prototype/not-finished system. You might then have "as a customer, I can navigate the store UI, so that I can upgrade abilities" to indicate that the result should be fully polished and ship-able.
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# ? Nov 7, 2012 01:08 |
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Above Our Own posted:Thank you, this is very helpful. Is it common to use a similar methodology for other game content, like art assets? Trying to figure out a way for me and my artist to stay on track together for our small project. A git repository is what I have for the actual working parts, but I don't think that would help much if it wasn't that my artist is also *enough* of a programmer to be able to easily compile and test things. vvvv Spreadsheet screenshot PM'd. roomforthetuna fucked around with this message at 19:01 on Nov 8, 2012 |
# ? Nov 7, 2012 01:41 |
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This might be too much to ask, but could I see that spreadsheet? I'm really getting into the nuts and bolts of this and I work best by emulation. If you could even PM me a screenshot or somethin'
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# ? Nov 8, 2012 16:37 |
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Do we have a Gamesalad thread I can't find? Have a silly issue that I could use help with. I want the mechanics of Locoroco in my game as in the gravity stays consistent (like gravity does) but the background and the actors making up the floor rotate moving the character along???
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# ? Nov 10, 2012 21:47 |
I had the brief idea to get into app development and was brain storming game ideas to try and implement. I don't play games on my droid so I never thought about it, but man is the touch screen a limited interface for gaming. Any idea I thought of wouldn't be possible due to the lack of controls provided by a smart phone. So I just went back to the ol keyboard and mouse that we all hold so dear.
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# ? Nov 13, 2012 17:21 |
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Since it came up a little earlier, here's a good intro link for people itnerested in "hard" sci-fi: http://www.projectrho.com/public_html/rocket/spacewarintro.php http://www.projectrho.com/public_html/rocket/spacewarship.php
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# ? Nov 13, 2012 17:34 |
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Don Mega posted:I had the brief idea to get into app development and was brain storming game ideas to try and implement. I don't play games on my droid so I never thought about it, but man is the touch screen a limited interface for gaming. Any idea I thought of wouldn't be possible due to the lack of controls provided by a smart phone. So I just went back to the ol keyboard and mouse that we all hold so dear. There are an awful lot of successful mobile games, it's kind of silly that you couldn't look at what's out there and get at least one idea for a game that could work on a touchscreen. Personally I think touch is fantastic for TB and RTwP strategy games and I think that genre is due for a huge resurgence as higher quality tablets become a bigger market share.
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# ? Nov 13, 2012 17:52 |
It's more that the types of games I wanted to create would not work properly on a touch screen interface. Obviously there are plenty of game types that can work on a phone.
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# ? Nov 13, 2012 18:55 |
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Don Mega posted:It's more that the types of games I wanted to create would not work properly on a touch screen interface. Obviously there are plenty of game types that can work on a phone.
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# ? Nov 13, 2012 19:07 |
A world without a d-pad or wasd movement is a world I don't want to live in!
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# ? Nov 13, 2012 19:29 |
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Don Mega posted:It's more that the types of games I wanted to create would not work properly on a touch screen interface. Obviously there are plenty of game types that can work on a phone. I think this is probably not true, though you may have to go pretty far outside of the established box to get there. What sort of games are you thinking about? You can do dual-stick FPS movement on a touch device pretty drat well. Hell you could even do stick + wads... e: Maybe a little "stick" for wads-style movement, and then just gesturing on the screen to look would work best. I think it'd feel almost as natural as mouse+wads after a little practice. Unormal fucked around with this message at 19:52 on Nov 13, 2012 |
# ? Nov 13, 2012 19:45 |
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Cream_Filling posted:Since it came up a little earlier, here's a good intro link for people itnerested in "hard" sci-fi: Holy poo poo, this is an awesome resource. Thanks!
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# ? Nov 14, 2012 15:02 |
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Unity 4 is apparently out now. http://unity3d.com/unity/whats-new/unity-4.0 Looks like a lot of improvements in there. I'm wondering what the upgrade pain is like for 3.X projects though.
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# ? Nov 14, 2012 16:52 |
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Pfhreak posted:Unity 4 is apparently out now. http://unity3d.com/unity/whats-new/unity-4.0 For what it's worth, I just upgraded my mobile roguelike project, and it looks like I've got some sort of problem with what I was doing with sprite collision detection in ex2D, but everything else seems to have come over just fine. So off the cuff, I'd say it probably depends a lot on your plugin usage, and how soon all the plugins you use get updates. e: Ah it seems my raycasts are hitting render disabled objects?... e2: Yeah it seems the behavior of collision/active/rendering objects is a little different now. Honestly it's probably better behavior, but I was relying on some squirrely behavior for my UI to work. Got it running again. Looks like changes relating to the new hierarchy-aware active state: quote:We have changed how the active state of GameObjects is handled. GameObjects active state will now affect child GameObjects, so setting a GameObject to inactive will now turn the entire sub-hierarchy inactive. This may change the behavior of your projects. GameObject.active and GameObject.SetActiveRecursively() have been deprecated. Instead, you should now use the GameObject.activeSelf and e3: With that resolved, everything else seems to have upgraded without a problem. Unormal fucked around with this message at 19:15 on Nov 14, 2012 |
# ? Nov 14, 2012 18:44 |
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What is the best way to "flatten" or "mash" xna texture2D objects together? I've got a collection of body parts associated with coordinates of joints and I want to combine them into a static 2d texture and return it from a function. Like making a paper doll out of the individual pieces.
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# ? Nov 14, 2012 20:15 |
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Why do you care about the 2D texture itself? Usually this sort of puppet transformation is done at rendering time.
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# ? Nov 14, 2012 20:32 |
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Suspicious Dish posted:Why do you care about the 2D texture itself? Usually this sort of puppet transformation is done at rendering time. Your'e right. We decided to handle this the usual way a bit after I posted this, though if anyone has an answer on hand I'm still curious.
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# ? Nov 14, 2012 20:44 |
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I don't know XNA very well, but if you simply want it as a bitmap in memory, you can use some graphics library to do software compositing, like GDI or Core Graphics or cairo. If you want it in a GPU texture, you can use "render to texture" or a "frame buffer object" for OpenGL to redirect the drawing, and a "render target" given Direct3D.
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# ? Nov 14, 2012 21:14 |
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Sex Tragedy posted:What is the best way to "flatten" or "mash" xna texture2D objects together? I've got a collection of body parts associated with coordinates of joints and I want to combine them into a static 2d texture and return it from a function. Like making a paper doll out of the individual pieces. From there, you can have a large set of body parts for each chunk. Per character at load, you render the appropriate body part into th appropriate portion of the texture, and boom, a bunch of unique paper dolls (which share textures if they happen to have the same body parts). If you really want to simplify it, you can architect the body part textures with a bunch of empty space such that merging them all into the final texture is basically just a photoshop layer merge... but that will slow your load down a bit.
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# ? Nov 14, 2012 21:17 |
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Shalinor posted:The way I've handled that in the past is to rig a skinned one-size-fits-all paperdoll made of oversized boxes. Each box maps to a portion of a single texture, and alpha testing is used to cut those regions into whatever shape the body part requires. I'm a severe noob. What do you mean by "maps to a portion of a single texture"?
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# ? Nov 15, 2012 05:23 |
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Trying to get tooltips to work on a toolbar in Unity and it has got me stumped. GUI.tooltip never gets the tooltip string when I hover over the toolbar. Works fine if I use a button. This is how I assign the values of GUIContent. The line break is to not break tables here. code:
code:
Bondematt fucked around with this message at 12:14 on Nov 15, 2012 |
# ? Nov 15, 2012 12:12 |
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Sex Tragedy posted:I'm a severe noob. What do you mean by "maps to a portion of a single texture"? Shazam, it's an arm. To replace that arm, copy a different arm texture into JUST the arm region. Now the arm has changed without affecting any other body part. The idea is to break the texture up into however many regions is required for your set of body parts. Usually, you'll want to pull tricks like using the same texture (mirrored) for both arms and both legs, to save space and allow higher-res parts.
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# ? Nov 15, 2012 17:59 |
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Sex Tragedy posted:Your'e right. We decided to handle this the usual way a bit after I posted this, though if anyone has an answer on hand I'm still curious. code:
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# ? Nov 16, 2012 01:43 |
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# ? May 23, 2024 11:01 |
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Thanks guys!
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# ? Nov 16, 2012 18:06 |