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luksamuk

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Everything posted by luksamuk

  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 It is outdated, though so it might be that.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.
  16. Just released a very-early-alpha for my games' framework. Will you please check it out on Game Creation Research & Discussion? :D

  17. TL;DR: Test my game's very-early-pre-alpha, will ya? Some of you know I disappeared for a bit from the fangaming scene (it's been about two years since I made something Sonic-related), and that it was because I was starting my own indie game, from scratch, using real programming languages (Not debunking MMF2, which is STILL an awesome tool, but I wanted more control over things). So, after months and months of programming and learning and scratching projects and improving code, I've finally come with something good: OficinaFramework, an indie games framework with several "subsystems", based on SDL 2.0 and OpenGL. I'd like to request you guys to test out the binaries. They have nothing unusual; they're quite simple, and wouldn't require too much time to make, weren't they made focusing on bringing stable and versatile features from the ground up - like a queued background music system, pretty much inspired on Sonic Worlds Delta's music engine. (I've removed the download link, I'll post it again soon.) The packed Linux libraries seem to only work on Ubuntu 13.10 and up, didn't test on an older version. The readme instructs on how you could proceed if you're eager to make it work on a different distro, but it's not a definitive guide. Please be also sure to get the default binary for your distro. Even though 32-bit binaries will work on 64-bit operating systems, if you are willing to give me feedback, I'd really like you to do it using the proper build for your system. Although it is not really opensource, at least yet, I'd like to have some info on how it's behaving on you guys' PCs - specially the old PCs. Here's the info I request: - Operational system and architecture of your SO (32/64bit, i386, amd64); - Model and frequency of your processor; - GPU model; - Total amount of RAM; And these infos which can be retrieved by the in-game debugger: - Type of input/controller used (specially the name of the controller which is shown there); - Usage of physical and virtual memory by the (main) process (this is only monitored on Linux, but I wouldn't complain if you took a little peak on your Windows task manager); - Average use of CPU (the value is hard to watch as it changes all the time, but try to get the biggest value); - Average FPS (default is 60) The resolution is locked on 720p, sorry about that. Thank you in advance EDIT: Don't mind the graphics. It's for testing. Mind the performance. EDIT2: You don't have to tell me everything about your PC if you don't want to, but it'll make my life lotta easier to fix eventual bugs and performance issues...
  18. Ok, finally got bitmap fonts to work on my system. Anyone has suggestions on clear, monospace fonts specifically for programming?

    1. GSF

      GSF

      Artwiz fonts. They're for linux, but you can get Windows packages here. http://bb4win.sourceforge.net/bblean/awiz.htm

    2. luksamuk

      luksamuk

      Nice :D I happen to actually be looking for Linux fonts. Thanks.

  19. This little C++11 thing I'm making is gonna rock hard. The documentation is going simply awesome.

    1. ChaosLord

      ChaosLord

      >not using C++14

      Jeeeez maaan, get with the tiiiimes.

  20. Is this the place we come to discount all the rage in the world?
  21. If DirectX has the same power and simplicity of OpenGL, then I don't know why DirectX seems SO COMPLICATED to me.

    1. justin123

      justin123

      Believe it or not, OpenGL has a bit more complicated API than DirectX...

    2. ChaosLord

      ChaosLord

      DirectX is generally considered more simple since it has less redundant methods to do simple actions and has much more support. OpenGL is also based on a mislead standard they set years ago. (However I'm still an OpenGL fan because cross-platform yeeeeah!)

    3. luksamuk

      luksamuk

      Yeah but the syntax bothers me a lot. I managed to make a simple program in C++ using DirectX, with SDL 2.0 windowing support, and it still seemed so complicated because of how the variables are always declared with names such as LPDIRECT3DVERTEXBUFFER9...

  22. So, later today I'll officially start messing with Unity 2D and smooth animations. Let's hope this all ends well.

  23. Why is making an indie game so complex? D:

    1. Abominal Taz

      Abominal Taz

      Because you have so many ideas that you want to stand out and it gets overwhelming that it becomes difficult.

    2. luksamuk

      luksamuk

      oh. Well thought.

  24. Sonic 1: 14pts Sonic 2: 9pts Sonic CD: 11pts Sonic 3: 11pts Sonic & Knuckles: 12pts Sonic Adventure: 11pts Sonic Adventure 2: 23pts Sonic Heroes: 14pts Sonic Unleashed: 15pts [+1] Sonic Colours: 17pts Sonic Generations: 17pts [-1] Sonic Lost World: 4pts
  25. Holy crap I'm tired.

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