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Messages - Scott_AW

#196
Theres some benefits to netbooks, size, weight, and a good way to limit yourself when developing.  I'll have to look into Torchlight.

Not having a powerhouse pc keeps you developement slimmer since you're forced to make things run efficiently.

Still haven't had a chance to put some pixel-collision through some test yet, but thanks for all who gave me plenty of tips to get it started.
#197
I'll see what will work best.  As of now I really am not planning on porting this to mobile devices, so I'm basicly using my netbook as a base for testing performance.

I'm kind of reluctant to preload a bunch of images, being that there is maybe 8 blocks that have rotations, and that gets multiplied by the amount of frames needed for some smooth animation.  But I'll give that a shot.
#198
Well since I only need to update the a mask image for collision, would it be more efficient to render the blocks to the screen with polyvector?  I considered using it since it also handles vertex coloring and all the blocks are a gray-white color prior to being colored.
#199
http://advsys.net/ken/utils.htm

Ken, creator of Duke3d's build engine has a useful PNG optimization program that can help reduce your overall graphical resource impact, although I doubt it will have any effect on game/program performance.  Could be ideal for porting to devices that have limits on storage space or generally keeping your program's resources smaller.
#200
Well I'll play around with some ideas tonight, I'll let you guys know which one worked out the best.
#201
Last version I have is 7.242(i think) and that would for sure crash if I left an open THEN.  I try not to use it either.

#202
Okay, I think this will work really well.

Although I think I'll do something along the lines of using the CREATESCREEN during the collision phase.

I have like 13 different blocks, only 8 or so rotate.  So I decided to reserve some sprite indexes for masks.

Block's angle stored in a type, drawing stage will draw all blocks, during collision phase I can check to see if the angle is not 0(meaning a mask would be needed) and slot that mask into a sprite index.

I'm not at a computer that has glbasic but I think that might work.  Any thoughts?

My intent with this is to attempt to remake this -> Shield Breaker EX
#203
I'll look into that, thanks.
#204
Haven't tried it yet, but I'm not certain it is possible with the commands available.

Does any know if it can work or a possible work around? 

At worst I'll just have to make a custom one but still use the box collision to trigger it.
#205
@moru - That might be it reguarding the demo part, as I understand it you need the Net upgrade for iPhone.

I'm glad I still use WinXP.
#206
I had access to a mac today so I decided to compile one of my projects and see how it ported.

Well it kind of worked, as in it ran and some graphics displayed, but others didn't.  I'm not sure if its due to me using transparent pngs or not.

But there were two weird things that caught my attention.

1) window was 640x480(guess) and the game display was 240x320.  No stretching, just positioned top left of the window.

2) it stated demo version with a timer even though I have a licensed version(lite)

I've yet to play around with linux, can anyone suggest the preferred version to use?
#207
I originally posted about this conversion of a GM game I made into GLBasic, original post found Here, refer to it to find a link to the original GM version.

Early Alpha
*update*
Actually, this one has the proper drawing for the puzzle, well not perfect, but now it won't devour your memory.
Download evo_glbasic_alpha2.zip

As of now, a lot of features are not added, some things need tuning up, like when the puzzle grid appears, it draws too often...as in every frame.  Unlike the map area which saves its image and updates it with new tile graphics.

Arrow keys to move the cursor, enter to select a tile/complete puzzle.  Backspace is used to cancel puzzle mode, cost you one point.  Additionally you can't complete the level.  Escape quits the program.

This version compiled in 7.206, since my pendrive can't seem to take an update, its all I had at the time when I compiled it.  I'll have to see how things work in the newer version I have at home, since I noticed a big speed change between the versions while working on my rpg engine for another game.

*Update Jan 24*
Started adding the coins, don't have them rotate just yet, but I do have a nice queing system going.  I was going to post a simple one involving 80 coins being qued, but decided to push the limits and had 1600 coins qued.



Additionally I did some comparisons to the GameMaker version and the GLBasic version.

On a ACER ASPIRE 8.9" netbook

GM 6.1
  MENU
    MEM 23.3M
    CPU 7%
  GAME
    MEM 23.3m
    CPU 14%
  PUZZLE
    MEM 23.5m
    CPU 21%

GLBasic 7.242
  MENU
    MEM 11.4
    CPU 1%
  GAME
    MEM 11.4
    CPU 2%
  PUZZLE
    MEM 12.4
    CPU 5%
#208
Good advice, I'll start out just remaking pc versions until I can get my hands on a GP2x.  Although I've been reading more about it and am a little worried about its future do to comments on the related forum.  CE systems are a bit pricey I think, last one I had it was around 400-500, don't think they gone down much except for phones.
#209
A while ago I designed a prototype for a cellphone game in gamemaker.  Link below.  Making a linux and pc version would be nice, but I realized I will have to redesign it for iPhone.  Main reasoning for that is the larger screen, and touch based interface. 
Currently the game is played with arrow keys and numbers.  I'd have to redesign it for the Wiz, since the resolution is 90degrees different and numbers would have to be selected from a list.
Also theres the option for windows ce devices, which may be close to what I had originally designed it for.  I'm not too familiar with them though, last ce system I had was in 2000.  I had doom on it.
So not sure if I should try for too many remakes, any opinions?  Let me know of what you think of the game too, I realise that the instructions on how to play could be better presented in-game.  Hopefully the description on the link below and relating videos will give you an idea on how it plays.

http://gamejolt.com/freeware/games/puzzle/e-v-o-lock-map-lite-beta/1145/
#210
That would be a rather nice command to have, it could allow for custom sprite sets composed of different images, like layering weapons/clothing/hair/ect. over a template/nude sprite.