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Topics - Jam0864

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Off-Topic / DAN the MAN
« on: 2010-04-16, 05:55:48 PM »

Quite a funny games related video.

Help, Errors, FAQ / Issues running SGDK2 projects
« on: 2010-01-23, 07:23:11 PM »
I'm having problems running any OpenGL-based SGDK2 games on my system.

CPU - Core 2 Quad q9550
GFX - ATI Radeon HD4890
OS - A fresh install of Windows 7 x64 (2 weeks old at most)

It occurs in every OpenGL game I've tried, (guitarsim, isometric sample, automatic turret sample) and it doesn't appear to matter whether the game is compiled or ran in the IDE.

When I try to use the map editor.
Code: [Select]
Map Editor Error
An error occurred while drawing the display in the map editor. In order to attempt to avoid fatal errors and data loss, the display handling in this map editor window will be disabled and you should close it yourself. Details:

System.ApplicationException: OpenGL version 1.2 is required; your version is: 3.2.9232

   at SGDK2.Display.CheckRequirements()

   at SGDK2.Display.DrawFrame(TextureRef texture, Rectangle sourceRect, Point[] corners, Int32 offsetX, Int32 offsetY)

   at SGDK2.Layer.Draw(Display Display, Size ViewSize)

   at SGDK2.frmMapEditor.MapDisplay_Paint(Object sender, PaintEventArgs e)

When I try to run a game.
Code: [Select]
A fatal error occurred initializing or running the game:

System.ApplicationException: OpenGL version 1.2 is required; your version is: 3.2.9232

   at Display.CheckRequirements()

   at Display.DrawFrame(TextureRef texture, Rectangle sourceRect, PointF[] corners, Int32 offsetX, Int32 offsetY)

   at LayerBase.Draw()

   at Level_1_Map.Draw()

   at MapBase.DrawAllViews()

   at GameForm.Run()

   at Project.Main()

Correct me if I'm wrong, but as I understand it, OpenGL is included with graphics drivers and you can't just download a copy of an older version.

Graphics Software Information (According to Catalyst Control Centre (ATI Drivers))
[code]Driver Packaging Version   8.681-091124a-092499C-ATI   

Off-Topic / Unreal Engine 3 Free For Indies
« on: 2009-11-13, 05:54:06 PM »

Quote from: ModDB
Only a week after Unity announced the free use of their engine for indie and mod teams, Epic Games has unveiled UDK UNREAL DEVELOPMENT KIT (clever name that) for use by indie and mod teams. While the choice of tools and engines available to mod and indie developers increases by the day, traditionally engines the magnitude and relevance of UE have been out of the reach of smaller teams due to licensing costs edging close to a million.

However while it may be free to develop and release a non-commercial game, should you wish to profit from your hard work the current UDK license states that 25% of all revenue earnt beyond $5,000 will be paid to Epic as your licensing cost. I consider this a small price to pay with no risk for developers who now have access to proven technology.
Download UDK From ModDB

What will the developers do with this? Only time will tell, I for one see the availability of unrestrictive powerful tools like this as PROOF of the POWER that PC gaming still has. While traditional PC developers (i.e. Infinity Ward and others) may be shunning the PC crowd with "consolized" versions of their game and trying to convince us that the reason for these decisions are to provide a better experience, we know better, and we deserve better. No other platform provides the power and creativity possibilities that the PC does, no other platform makes you jump through hoops to release via digital distribution. Indie developers... I for one eagerly await the games you make because of decisions like this, as I know you only making games you want to make and play.

Quote from: develop online
Just a week after Unity announced its engine was now available for free to indie users Epic Games has revealed a free version of its popular Unreal Engine technology.

Called the Unreal Development Kit (UDK), it is a free edition of UE3 that allows community, modder and indie users more access to the engine's features and is available for all.
Epic said game developers, students, hobbyists, researchers, creators of 3D visualizations and simulations plus digital filmmakers can all take advantage of the UDK for non-commercial use.

The UDK can be downloaded at, which also offers detailed product features, technical documentation, commercial licensing terms and support resources.

Epic is calling the move 'an unprecedented milestone in game development' - the Unreal Engine is widely used in games for a variety of projects. Almost ever major publisher has signed up big licensing deals for the engine to form the basis of a number of high profile titles.

The UDK contains all the most recently added features in UE3 including, the studio says, "many that have yet to be seen in an Unreal Engine game". Epic has also promised to keep releasing ongoing, upgraded builds of UDK for free.
Article continues below


Currently the UDK only supports PC development - but Epic said it was 'considering' a console version.

The studio also reckons that the commercial terms for those switching from the free version should they choose to sell their project or have it published will find that is is "easy for independent developers, start-up firms and seasoned professionals to use UDK with minimal financial barrier from concept to deployment".

Off-Topic / Just built my first computer.
« on: 2009-08-28, 07:43:48 PM »
Just finished building my first system last night.

Intel Core 2 Quad Q9550 (overclocked to 3.8GHz from 2.83GHz currently)
Coolermaster Hyper212 CPU cooler
Gigabyte EP45T-EXTREME Motherboard
ATI Radeon HD4890 Graphics (currently overclocked to 950MHz core and 1050MHz memory from 850MHz core and 975MHz memory)
NZXT Tempest Case
Antec Earthwatts 750w PSU
GSkill Trident DDR3 1600MHz 8-8-8-24
LG DVD Burner
Seagate 500GB Hard Drive
Asus VH232H 23" Monitor

Sorry for the camera quality...

...and a pic of my overclock, with a stress test running in the background.

I reckon I could push this CPU to 4.4GHz or so, but I am very happy with 3.8 at this point. :)

This is awesome. :DDDD

Off-Topic / Multitasking
« on: 2009-08-11, 01:32:46 AM »

Wow, this is awesome. Shows what music can do to a game too. CRANK IT UP!

Post scores, I got 161.

I'm making a calculator application for a school project, and I can't find anywhere how I can bind a key to press a button like what is done in the windows calculator? (I want to use the numpad to enter numbers into the calculator.)

Does anyone know how this can be done?

It's not a requirement, but would be a nice feature to get a few extra marks.

If you have an objection to helping me on a school project that I'm supposed to do myself, could you hint me in the right direction? :) (Teacher doesn't know how)

EDIT:// I'm limited to Visual basic .NET 2005. 2008 specific code cannot be used unfortunately.

Off-Topic / Trine
« on: 2009-06-28, 05:37:33 AM »

It's amazing...

free demo on steam if you want to try it.

Projects / GuitarSim
« on: 2009-04-12, 02:19:21 AM »
GuitarSim is a guitar-simulation program I

Help, Errors, FAQ / Preloading Sound Files
« on: 2009-04-10, 08:40:54 PM »
The first time a sound is played it is delayed since it's not preloaded. For the project I'm working on, it's crucial that it is preloaded.

I tried preloading all the sounds at startup by playing them all at once, but that crashed the project.

Is there something I can do the preload the sounds?

Off-Topic / PHP Login System
« on: 2009-04-01, 06:29:04 PM »
Learnt some MySQL database programming in the last few days, so I used it in conjunction with the PHP skills I learnt over the weekend to create this login script.

- Reads username/password combinations from a MySQL database rather than forcing each username/password to be hard coded into the script,
- Allows users to register a username/password for use with the login system,
- In the registration process it asks for your email, which can be later used to email you with your login details,
- Stops you from using someone else's username or email address in registration,
- Logs IP Addresses when someone registers and ties it to their account,
- Detects if you leave a field blank in registration, forget an @ symbol in the email address or put your password in differently between the Password and Confirm Password fields.

Off-Topic / Learning PHP
« on: 2009-03-27, 08:51:28 PM »
I started learning PHP last night.

Last night I made a few scripts, all very simple, such as a script that counts the amount of words you type into a textbox, and a script that gives responses to radio button choices.

This morning I made a pretty decent script I am pretty proud of.
Jam0864's Email Sending Script
You specify an email address to send to, an email address to send from, a subject and the body of the email, and it will send it for you.
The beauty of this is you can send emails from whatever email address you want. (scams-R-us)

The mail function isn't all that complicated, most of the work went into the error handling when people didn't specify a value for a text area. (Try putting no @ symbol in the "Send To:" field...)


Help, Errors, FAQ / My project won't compile. :/
« on: 2009-02-05, 03:50:29 AM »
SGDK2 crashed on me halfway through placing a sprite on a map, and now when I open my project and try and run it I get "object reference not set to an instance of an object."
If I click ok to that, I get this.

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.FileNotFoundException: Could not find file 'D:\Documents and Settings\Administrator\Desktop\guitar\Solidity.cs'.
File name: 'D:\Documents and Settings\Administrator\Desktop\guitar\Solidity.cs'
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   at Microsoft.CSharp.CSharpCodeGenerator.System.CodeDom.Compiler.ICodeCompiler.CompileAssemblyFromFileBatch(CompilerParameters options, String[] fileNames)
   at System.CodeDom.Compiler.CodeDomProvider.CompileAssemblyFromFile(CompilerParameters options, String[] fileNames)
   at SGDK2.CodeGenerator.CompileProject(String ProjectName, String FolderName, String& errs)
   at SGDK2.frmMain.mnuFileRunProject_Click(Object sender, EventArgs e)
   at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.MenuItem.MenuItemData.Execute()
   at System.Windows.Forms.Command.Invoke()
   at System.Windows.Forms.Command.DispatchID(Int32 id)
   at System.Windows.Forms.Control.WmCommand(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
    Assembly Version:
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///D:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
    Assembly Version:
    Win32 Version: 2.1.0
    CodeBase: file:///D:/Documents%20and%20Settings/Administrator/Desktop/SGDK2/SGDK2IDE.exe
    Assembly Version:
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///D:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/
    Assembly Version:
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///D:/WINDOWS/assembly/GAC_MSIL/System/
    Assembly Version:
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///D:/WINDOWS/assembly/GAC_MSIL/System.Drawing/
    Assembly Version:
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///D:/WINDOWS/assembly/GAC_32/System.Data/
    Assembly Version:
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///D:/WINDOWS/assembly/GAC_MSIL/System.Xml/
    Assembly Version:
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///D:/WINDOWS/assembly/GAC_MSIL/System.Deployment/
    Assembly Version:
    Win32 Version:
    CodeBase: file:///D:/Documents%20and%20Settings/Administrator/Desktop/SGDK2/OpenTK.DLL

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the section.
The application must also be compiled with debugging

For example:

    < jitDebugging="true" />

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Not sure how to reproduce the crash, it wasn't during anything I hadn't done before... just opened the map editor to wack a new sprite on and it stopped responding.

The project is uploaded to the enigmadream/support site.

Hardware OS info; (jsut in case you need it.)
AMD Athlon 64 x2 TK-53 1.7GHz
ATI Radeon Xpress 1150
1GB Ram, shared with GFX
Windows XP Professional SP3

Any help on this would be great, the project is near completion and I am eager to finish it off. :)

Wondering how I could disable the menu at the top, with the buttons to change controls, view the credits/about window and exit the game.

There's no need for the inbuilt control changing menu because my game is not set up to support it, (doesn't use button1,2,3,4 or the arrows) and I plan on integrating the about menu into the GUI, so there's no need for it in the top menu either.

So I would like to know if it's possible to disable the menu at the top when in windowed mode so it isn't displayed. (Or is it so tightly integrated into the project's that I shouldn't bother?)

Help, Errors, FAQ / Collision Detection
« on: 2009-01-26, 05:55:04 AM »
Just having trouble with the collision detection between two sprites.

What I'm doing is having a rule in one of the sprites,
Code: [Select]
Do TestCollisionMask
Target: ParentLayer.m_SpriteCategories.Cursor
Output To: Counter.ButtonCollide.CurrentValue

What I assumed from the hint given in the yellow text area,
Determine whether the sprite's collision mask is overlapping part of any sprite in the specified category. Return the index of the sprite within the category if a collision is occurring, otherwise return -1.
that I simply link it to a counter, then make a rule
if ButtonCollide = 0
If ButtonCollide = 1
If ButtonCollide = 2

(all for different sprites in the category)

but it appears the counters cannot go below 0, so the -1 that's supposed to be being outputted is actually rounding to 0, which is the index of the sprite in the category I'm trying to detect collisions with, so I cannot differ between not touching and touching. What am I doing wrong here?

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