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Messages - tprime

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16
The new samples won't accept my keyboard inputs.  :no:

You can't even use the menu to start a 1-player game?  Were you able to interact via the keyboard before?  I haven't seen that behavior anywhere on any of the browsers I've tried.  What OS and browser are you using?

It was not able to start at all. I was able to interact with the first demo you had announcing HTML5 support.

I'm using Firefox and Windows 7.
I'll see if I can update Firefox and try it on Internet Explorer.

17
The new samples won't accept my keyboard inputs.  :no:

18
Awesome!  :)

19
Help, Errors, FAQ / Re: HTML5
« on: 2011-12-21, 01:32:56 PM »
Or also applying the rules that link keyboard inputs to individual sprites?

That was my original hopes, as to move the sprite with the keyboard. But then I settled with  just using the mouse, but I realized that's typically the same concept. (still involved with the sprite plans)

  (And if you expected that those rules would be generated, did you expect that all sprite rules would be generated, for moving and reacting to solidity and picking up tiles etc?)
I didn't get to far in that, since my primary goal was to have a point and click application.

20
Help, Errors, FAQ / Re: HTML5
« on: 2011-12-21, 05:02:18 AM »
I have started work on trying to implement input handling for the generated HTML5 code.  The reason I didn't to this in the first release if because reading the inputs does little good if you don't have a way to map the inputs to a player.  And mapping the inputs to a player does little good if you don't have a way to map a player to a sprite.  And mapping a player to a sprite does little good if it isn't controlled by the sprite/plan rules.  And implementing one kind of rule does little good if I don't implement all (or at least many of) the rules and the whole framework for converting sprite and plan rules into JavaScript code.  So you can see this will be a very large task.  I wanted people to be able to generate HTML5 code before I was done with all that, and even if I never managed to finish that.

Makes sense.

Did you have something else in mind when you were talking about handling inputs?  I mean inputs are defined by the sprite rules, so I have to implement support for sprite rules if it's going to work, right?

I don't know exactly what you mean by that.

21
Help, Errors, FAQ / Re: HTML5
« on: 2011-12-18, 03:11:21 AM »
Thanks, I didn't think of neither of the options. :)

22
Help, Errors, FAQ / Re: HTML5
« on: 2011-12-17, 03:42:35 AM »
SGDK2 does not (yet) export the entire game when writing HTML5...

When I read that part, I was hoping the input functions was not part of that category. lol

But overall, I like this feature. :)

23
Help, Errors, FAQ / HTML5
« on: 2011-12-15, 02:01:13 PM »
I noticed I was not able to get any input read in HTML5. It worked when I was in the normal "PC" mode. I was able to have mouse and keyboard input, but not in HTML5 mode.
Any reason as to why it didn't work?

24
Sounds Awesome.  :)

25
News and Announcements / Re: Upcoming SGDK2 Outputs HTML5
« on: 2011-10-24, 11:18:39 PM »
Looks awesome.

26
Off-Topic / Re: Concentrating on an old game
« on: 2011-08-16, 01:18:08 AM »
Three words: Duke Nukem Forever.
Just because you give up on a project now doesn't mean you can't pick it up again later.  Duke Nukem was picked up a few times by different developers over its 12 years in development.

Wish there was a "like" button here.

27
Off-Topic / Re: Concentrating on an old game
« on: 2011-08-13, 05:13:07 PM »
Quote
I broadcast my games to others but the issue is...
That usually does nothing but let them down when I cant finish a project
(I tried my hand at Android Game Devving and got pretty far until I realized I had to learn OpenGL ES to get past some rendering issues... Long story short, I still dont know GL ES. I have the motivation, I just couldnt learn.)
... and that let down all the teachers and friends I told.
I dont even bother telling anymore, getting people's hopes up for nothing

I know how you feel, I've done that in the past too. But you gotta remember, it's not an unusual event. This happens all the time in the game industry, and sometimes letting down a whoolle huugge fanbase. But know that those friends and teachers are perhaps the closest you have to a fanbase before you make it big. So let them in on your progress, good or bad, and they will udnerstand. :)

28
Help, Errors, FAQ / Re: tutorial bugs and ideas
« on: 2011-08-13, 04:48:34 PM »
huh, I was wondering why there was a separate template for that.
I guess that's why.

29
Game Development Artistry / Re: E3 2011
« on: 2011-06-13, 12:22:58 AM »
The Halo Games, (being an Xbox fanboy)

and Rayman Origins! :D
Super excited to hear they are heading back to his 2D roots.

30
Game Development Artistry / Re: Some college projects
« on: 2011-05-06, 07:18:49 PM »
Did you mean Unreal?

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