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Topics - Tanja

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31
General Discussion / Motion Tracking in-game
« on: 2008-02-17, 05:24:56 AM »
the movie is a little bit long, you can fast-forward to its middle.

http://www.geemag.tv/viewVideo.php?video_id=1313&title=100_Marios_per_Hand_gelenkt

now that i saw this video, i wonder if sgdk2 would be able to do the same?
remember all the eye toy games for playstation. but THIS would really revolutionize controlling of sprites, wouldn't it?
how much work would that be, bluemonk? sure a lot, but imagine the publicity!

32
General Discussion / FAQs
« on: 2008-02-16, 11:46:15 AM »
hey guys, would do you think of this?
we could collect questions and answers to some problems, and create an or several faqs, which could be placed at the related places in the help files. There are plenty of understanding problems i had at the daily work with sgdk2. and i am sure, i am not the only one.
together with durnurds video tuts we could create a really mighty documention.  ;D

33
Projects / Mistraal - a game of creation
« on: 2008-02-13, 10:42:21 AM »
i would like to introduce Mistraal.
sadly i can't let you try it, because some errors prevent it from be played on some computers. but i will investigate on this.
but i'm happy to show you my blog about it: http://mistraal.wordpress.com/
too bad it's actually written in german. and it's not complete. these days i put all the news into it i should have written when i made them.  :laugh:
some day i may translate it, then i'll post it again. But i will show nearly all of my sketches, tilesets, sprites (the zeppelin was modelled in 3D) and so on. i hope you'll come and visit my blog at least for that.
I highly recommend to bookmark the RSS feed.
if you have comments, post them here. since it's a documentation about my working process, i don't think comments at the blog are needed so badly.

34
Help, Errors, FAQ / Fullscreen Mode Problems
« on: 2008-01-28, 10:51:05 AM »
now i tried out the fullscreen mode. my game is 800x600x16. the game looks awful when played fullscreen. the graphics have soft gradients, but the fullscreen mode changes them to big full colored lines. i changed my monitor resolution to 800x600, too. the same. i changed the monitor quality from 32 to 16 bit. the same.

it is somehow strange, because the game size in window and fullscreen is the same, but the colors behave not the same. in "ugly" mode, the game runs much faster. here at 80fps, and in windowed mode only with 30fps....

35
Help, Errors, FAQ / Error @ game start
« on: 2008-01-28, 10:03:58 AM »
today i tried to start my game on the computer for all the presentations tomorrow. (4 a.m. in your time)
i installed net framework 1.1, directx9.0c is already installed, its video card is a nVidia Geforce 8800 gts.

the error at the game start is attached for you to view.
i picked out all the relevant lines in the .cs files.

Frameset.cs:
public Frame this[int index]
   {
      get
      {
         return this.m_arFrames[(index % this.m_arFrames.Length)];
      }
   }


Layerbase.cs:
 for (int x = nStartCol; x <= EndCol; x++)
          {
             int[] SubFrames = GetTileFrame(x,y);
             for (int nFrame = 0; nFrame < SubFrames.Length; nFrame++)
             {
        Frame f = m_Frameset[SubFrames[nFrame]];
                spr.Transform = Matrix.Multiply(f.Transform, Matrix.Translation(
                   x * nTileWidth + CurrentPosition.X + ViewRect.X,
                   y * nTileHeight + CurrentPosition.Y + ViewRect.Y, 0));
              spr.Draw(f.GraphicSheetTexture.Texture, f.SourceRect, Vector3.Empty, Vector3.Empty, overrideModulation==-1?f.Color:overrideModulation);
             }
         }


start_map.cs:
 protected override void Draw()
   {
      this.m_Startbildschirm.InjectSprites();
      this.m_Startbildschirm.Draw();
      this.m_Startbildschirm.ClearInjections();
      this.m_Display.Sprite.Flush();
   }


mapbase.cs:

public void DrawAllViews()
   {
      switch(viewLayout)
      {
         case ViewLayout.Single:
            currentViewIndex = 0;
     Draw();

gameform.cs:
  OverlayMap.DrawAllViews();

project.cs:
  game.Run();

36
General Discussion / name your frame! / sprite animation preview
« on: 2008-01-26, 11:48:20 AM »
once again i come up with a new suggestion. i do a lot with sprite animations, and since there is no preview window, i have to type in some repeat count and look at the animation ingame. i change the overall repeat sometimes very often until it looks smooth. and every time i have again to calculate the overall frame count and change the rule. now imagine i could "name" the last frame. in my rule i would no more say "if frame == 349" but "if frame == myLastFrame". i could change the animation without ever looking and calculating frames again. and it would be a very good method to name other frames in the middle of the animations for other purposes.

i don't know how much work this would be. how about this variation: one can mark up to x frames with x predefined labels.
and having a sprite animation preview window, like the tileset editor has, would also be cool.

what do you think?

37
Help, Errors, FAQ / mp3: lame encoding
« on: 2008-01-23, 02:47:03 PM »
justed wanted to say that lame encoding for mp3s isn't supported, despite it can be imported. maybe this could either be fixed or be mentioned in the help file.

38
Help, Errors, FAQ / limited frame rate
« on: 2008-01-22, 09:22:02 AM »
how can i limit the overall frame rate to a specific value?
when someone plays my game at a slower computer, i can do nothing. but if someone plays it on a faster computer (what is very likely), many animations will run too fast. i want to keep the frame rate at 60fps, not faster.

39
General Discussion / Volume
« on: 2008-01-21, 03:16:54 PM »
it would be great, when with the import of the sound effects a volume slider (or similar) could be inserted in the options menu of the compiled game.
this i do miss. also i beg you to consider, that some people (like me) hate it, when they download a game, start it and instantly must quit it, because the sound is much too loud. they have to turn volume down and then start the game again. (not everyone has active boxes)

40
General Discussion / Video Tuts
« on: 2008-01-21, 03:05:33 PM »
btw, my chinese fellow student is very interested in sgdk. too bad she speaks a poor english. but video tuts would be very good in this case...
i for myself also like them better than long texts.

41
Off-Topic / PAlib's Nintendo DS Dev Wiki Tutorial
« on: 2008-01-21, 02:56:13 PM »
found this while surfin....
http://www.palib.info/wiki/doku.php?id=day4

42
Help, Errors, FAQ / sound played once
« on: 2008-01-20, 04:12:14 PM »
i have several bags (sprites), which the player can collect, and when the player touches them there should a sound be played. collecting is to deactivate the bag sprites and increment a counter (inventory). it don't strikes me how to deactivate the bag sprite and then let the player play a sound exactly once.

43
Help, Errors, FAQ / Sample Game
« on: 2008-01-19, 02:24:11 PM »
i looked into the sample game at the menu and there is one point i do not understand.
i've read the rules, and these are easy. the only thing i really don't understand is, how do the yellow arrows change their position when the player presses up and down?
there is a counter which keeps track of at what menu point you are. but where is the rest? these yellow arrows confuse me...

44
Help, Errors, FAQ / Inventory Error
« on: 2008-01-19, 01:11:49 PM »
i wanted to create an inventory. i have all done like in the tuts several times said, but a mean error occures when compiling.


45
General Discussion / modulate RGB for layers
« on: 2008-01-18, 06:47:34 AM »
now this may be a special request/problem/suggestion of me because of the structure of my game.
as you may have noted in some screenshots, i've got several layers to fake deep space. they have the same graphics (flying rocks), but every layer which is farther backwards scrolls slower and its hue is slightly more bluish (as in the real world).

now the idea came to my mind, instead of colorizing the same graphic sheet, importing it and build new frame- and tilesets of it, it would go incredible faster and simplier, when i could modulate RGB for the layer itself, instead of single tiles.

at the moment, i could modulate RGB for single tiles, but i would be not so a great advantage.
because every tile of the rock tileset consists of two frames: the normal rock frame and the freezed rock frame. this method suggested me durnurd, thank you it was great idea!
colorize every single tile and then animating them all again, this maybe three times is much work.

i hope you have mercy with me and could build in this feature... please please please!

(have i mentioned the presention of the game in front of the half student body is only a week away? ::panic:: )

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