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luksamuk

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luksamuk last won the day on October 2 2011

luksamuk had the most liked content!

About luksamuk

  • Birthday 07/13/1994

Profile Information

  • Gender
    Male
  • Location
    Brazil
  • Interests
    Programming; Game design
  • Fan Gaming Specialty
    Programming, composing
  • Current Project
    Project Enzo

luksamuk's Achievements

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  1. Although this is a hack and this kind of criticism must be approached very carefully, I feel like the music simply doesn't match the level, nor the game. All the music: Title Screen, Speed Sneakers, the level music. It simply feels like it doesn't fit, and although this might be the instruments' fault, I feel like varying the instruments more won't solve the issue, but I have yet to hear this variation of instruments to be sure.
  2. I started under the fangaming flag, then moved to romhacks, then moved to fangames, then moved to my own indie games. Point is: They are complementary. There are hacks that look like fangames, and there are fangames that look like hacks. This association can be seen at the point where we are all Sonic fans, and we are also fans of the way a Sonic Engine operates. From my point of view, the quick trip I had at romhacking made me understand better the way a processor and the memory work, and also introducted me to the way the old Sonic physics were programmed. When I came back and finally started messing with Sonic Worlds, I noticed how different the collision was programmed on MMF2 to achieve a similar effect of Genesis games. Both ways gave me info on how to code collision itself properly.
  3. Now successfully using OpenBox + Tint2, and I regret nothing.

    1. Show previous comments  2 more
    2. GSF

      GSF

      If your window manager is screwing up your performance, you're doing something wrong. I run kwin and turn off compositing when I'm going to try a game.

      Which was your previous setup? (if it was gnome3, I can understand - it's a POS no matter where you look)

    3. luksamuk

      luksamuk

      I was using XFCE with its default WM. Thing is, I use NVIDIA Optimus and I didn't run the WM on my NVIDIA card. I believe the DE itself was somehow weighting the processor. It couldn't be the GPU.

    4. GSF

      GSF

      There's no way xfwm was being a heavy weight, it's pretty light. It is outdated, though so it might be that.

      Also, proprietary drivers are always hell to get working.

  4. what is going on in this thre- OHHH JOY
  5. Damn messed-up audio codec, I'll just go back to recordmydesktop or use ffmpeg directly instead. http://youtu.be/jj5V69ynJyU

  6. I'm thinking Sonic The Hedgehog over OficinaFramework. Already replicated Mario and Flappy Bird, it's about time to get serious.

  7. Hey, I have just seen that Visual Studio wasn't working very well for you, Stardust. May I suggest using Qt?
  8. Nice. Are they used like the bubble shield? Do you lose them when you get hit? I like the design of your HUD, though I feel like it's too big for the viewport size... Also, a little something I made with 4 hours, using the same Oficina Framework that I used to create the Mario you guys seen earlier on this same thread. It's pretty obvious that it's a Flappy Bird clone, yeah, but I did it mostly because I was defied to; I did it with the purpose of showing that this game is NOT something special, and is NOT hard to make, if you're thinking about making your games, and that pure programming is hard. If anyone's interested, I'd gladly provide a download link (x86_64 Linux only for now, I'm sorry. I might provide a 32-bit Windows executable soon, who knows) and the source code (though the source code runs over Oficina's library, which isn't opensource, at least for now; but it'd serve to show the algorithm itself). Please notice I (thankfully) don't have the rights over Shitty Flappy Bird. EDIT: I'll just drop the code anyway, I don't have to hide it. Prepare for bad programming.
  9. So my friend kind of finished the level designer or, at least, made it stable for loading and exporting scripts. I've also began to program some objects, and so the breakable blocks and interrogation blocks, both now containing items. Been thinking about finishing it on free time, then release it. On next SAGE, maybe?
  10. Proof-of-concept for the framework me and my team have been working on. Still very work-in-progress, but it already has a highly configurable object positioning and properties system.
  11. Just bought CF2.5. Next step is to buy exporters. I won't mind going back to the old MMF2 days for the sake of iOS and Android apps. It could be fun as hell. (Too bad there is no Linux exporter D: )

    1. Show previous comments  2 more
    2. luksamuk

      luksamuk

      Btw, do you know if Anaconda runs with CF2.5?

    3. GSF

      GSF

      Not for now, it seems :|

    4. luksamuk
  12. Increasing the screen size is good, but I feel like you should also adjust the camera. Perharps moving it up a bit.
  13. PLEASE do not use DirectX. Either use either XNA/MonoGame (specially the SDL2 fork), or use OpenGL directly. Using DirectX will only narrow your platforms to Windows and Xbox One (if you're using DX11); If you use OpenGL/MonoGame, you'll be able to deliver to Windows, Linux (SteamOS included) (Wine is NOT an option), Mac OS X, Playstation 4 and perharps iOS and Android. Think about that. DX sucks ass, don't make me declare variables like LPVERTEXBUFFERFUCKINGCALLBACKDX9 vb; C# is a good language. I like to think of it as Java's efficient second degree cousin. Good choice. I suggest you guys start a GitHub repo and start coding your way into the stars right now. I'd also be eager to help with general programming, cuz right now that's what I do. There's also this little repo I started a few days ago, which is supposed to be the foundation to Sonic Worlds' port to C++11 shhh it's a secret. I talked a bit to DimensionWarped but it only has minimal things right now. This is not the right place to talk about it, since I'll probably be making a thread @ SW forum, but that's just to reinforce that projects like this one you guys are starting should ALWAYS be reinforced to keep up, and not die out. Start creating milestones and issues on GitHub.
  14. Finally, OficinaFramework near its end. Ready to dive into assets and actual gameplay.

  15. My bad. I'll just take the demos down myself and replace the download link with another proper channel or page. Thanks, DW.
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