Still early in the story, barely got going.
You won’t be expecting the twist
The writing is pretty good. The story feels a little set up, but have to see where it goes. By set up, I mean I knew where it was going after about the first paragraph.
We have had an awesome week so far. We are now at 71% funded. We got discovered by some pretty big YouTubers including Minx and we pushed our new login system which now has 7000 registrations. In fact, we have gotten so big that Meg Turney (cosplayer, host at SourceFed) started playing our game. She is raving about it on her twitter and has said SourceFedNERD will be covering it in an upcoming indie-cent gaming video. :D
You guys are talking about the Typhoon engine like it’s freely available. Doesn’t it require a license to use?
Great. Note: the game doesn’t clear the background when clicking on game over.
I can imagine that Nintendo chased the developer a bit for the pipes and the flying fish.
Can you request a crash dump? That’s how programmers I have come in contact with have solved crashes that they themselves cannot reproduce, so the crash dump told them what function and condition crashed, they add some code to prevent that condition, then send back a build to the people on the specific crashing hardware. With some luck, the crash was then gone!
Yeah! Wait do you see it as good or not? (You probably know him better more than I do = )
All I know is they made some big mistakes during the first marketing of Xbox One.
I think they resolved some of that though, but it could seem promising with a new face.
Yes the initial games do not seem interesting to me, I still like Xbox 360 and play it, I see no reason to buy the newer console because I see no clearly better games on it. Not sure if it’s a game problem or the marketing not reaching me.
Man, I make 2D games for fun still using DirectDraw …like it’s 1999!.. I guess that is abstract enough for me. I tried OpenGL CG shaders, though the learning curve was a bit steep with loading the shaders and how they work with vertex buffer and transformations (while I’m more interested in sprites)
I believe you can solve your gluLookAt issue, by thinking of this:
Think of where in your code you render the sprite, and where you render the Box2D. Are they both shortly after gluLookAt?
From your description, it sounds like one of them is rendered before gluLookAt, and the other one after.
“Not to worry, Stephen Elop of Nokia fame was appointed to head Xbox..”
Steve Jobs Appointed The Head Of Coca Cola Industries To Be Hes Main Sales Assistant Thingy Thing…And That Turned Out Horribly, Resulting In Good Ol’ Stevey To Loose his company for a couple years…Just a quick little thing to relate to…
But without the snitty comments, I fully agree with The Nut 100%…But the way i see it, if you look at the game Call Of Duty, me being an Avid Gamer/Avid Programmer myself, i look at Call Of Duty through my eyes, and all i see is the exact same engine every single game, only with the slightest adjustments. I find this the exact opposite thing that Microsoft (or whoever in Microsoft is developing the X-Box platform) has done, People, Being people, don’t like change in most cases, And i find that the X-Box 360, has little to no similarities with the X-Box One, Whether it be the GUI, Hardware or anything like that, People just want to sit down, and enjoy a game, And why would they switch to an entirely different, more expensive platform, when they have one that they are more familiar and comfortable with. To summarize what i just said: Microsoft….Dey Fucked Up.
Daniel Cottingham, Lead Programmer, Founder Of Endorphic Games.
I’ve Found that Unity3D Pro Has Very Attractive Water, Even With THe Free Version Of Unity You Could Write your own script to make realistic water.
Personally I Love Unity, It Is A Very Good Idea, I Remember When Quill18Creates Made A Flappy Bird Clone In Unity As well. Have You Got A Pro Licence for Unity?
Daniel Cottingham, Lead Programmer, Founder Of Endorphic Games.
We just released a big update that contains our new login system! So if you didn’t want to play using Facebook you don’t have to anymore! :D
I tried again, started off with a couple of 404’s, then the third time I got to the website
Might be a good idea to have a look at your logs to see what’s going on.
Oh we are also on IndieDB if thats your thing!
If the link in the post doesnt work please use http://lostzombies.co.uk/
It shouldn’t be.. working from this end http://lostzombies.co.uk/ It may be the link in the post which I cant edit now sadly
Since they were so popular, we just added 50 more $50 special tier rewards! They will go fast so get ‘em while you can. https://www.kickstarter.com/projects/2002718381/town-of-salem-mafia-style-browser-game
web site appears to be down
Hmm… OK. But, please tell me how would I go about doing that? I searched a lot on the internet but every implementation of the camera uses gluLookAt(). I’m really confused. Please help. Thanks.
By the time they get to a bundle like this, they are usually on the end of their shelf life. A lot of times, I just want to see how the game was put together. Etherlords 2 is only 5 dollars on Steam and it was in the package. Impressive from what I can tell so far. I couldn’t even get Etherlords 1 to run. I have to say there are a few of the games I would consider playing through. Not the best graphically, but solid games.
A colleague of mine shops there. Personally I just stick with Steam. Not always the best price (often competes with Amazon and g2g), but if I’m going to buy something I do it with the mentality of supporting the devs.
If I understand this correctly, I think the problem is understanding what a camera really is. A camera is just a transformation matrix (aka view matrix) that you must calculate the inverse to and apply to all objects in your world. gluLookAt() is a fixed function method that will set the transformation matrix for the current matrix stack. Typically you call this once, then push the stack, then render all your objects by first pushing their individual matrices on the stack, rendering the object, then popping the stack so those object transformations don’t effect future renders.
I don’t know how the Box2D rendering sample works (or if you rolled your own), but I would say stop what your doing immediately. Fixed function programming is deprecated. You should be using programmable shaders (minimum OpenGL 2.x API) and performing your transformations on the GPU. I don’t know of any sites where you can start, but try opengl-tutorial.org. Alternatively, consider an engine suited for 2D gameplay, such as Torque 2D, which I just now found out is open-source.