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Tuesday, April 26, 2011 - 16:22

Sounds like collecting information about algorithms would be a good idea. I had to surf the web up and down to collect bits and pieces on how to make effect or material x and y. And had to try a lot to find good parameters, functions and chains of functions. That's why I agree to collect "func'lets" and howto's (vs building uber-libs). Especially because Procedural Content Generation is (for me) the art of chaining meaningful functions. There are gui-tools for creating procedural textures - these provide the raw functions - but not the knowhow and best practices to make great things.

Maybe we should split this into a low-level and a high-level PCG-lib (library as in code AND books) for both parties. :)

 

Saturday, April 23, 2011 - 05:21

Try the "Perspective Tool" (Shift-P) in GIMP. After you need to flatten the image again (Image Menu => Flatten Image).

You can use it to stretch photographed surfaces into flat squares. It can correct a lot but there are limits.

As a general hint to photo-textures: Best days for taking shots are bright and cloudy so that there is more indirect light to capture the diffuse color.

:)

Sunday, April 17, 2011 - 11:41

I've added them to my favorites a long time ago...but just now I realize that those dials and buttons and some additional numberpad-buttons would be great to build cockpit instruments.

Monday, April 4, 2011 - 04:43

Sounds like it's worse with different drivers than with different pc-gamepads. I wish vendors would at least publically print their layout - maybe some well named could be convinced - they could only win: logitech for open source , saitek works better under linux

What annoys me the most is that shoulderpad indexing is sometimes like i=L1, i+1=L2, i+2=R1,i+3=R2 and then sometimes i=L1, i+1=R1, i+2=L2, i+3=R2

 

Sunday, April 3, 2011 - 13:17

Could you assert that ps2 dualshock (with usb adapter) have the same mapping (minus the new axes of the sixaxis)?

Sadly most dual-axis pc gamepads (dualshock clones) have wildly different mappings (possibly because of their different console heritage or because of just cloning the look without proper re-engineering). Would be awsome if either those vendors could meet a common standard or if there were a wrapper library that could map them to a common standard. The first step to having a wrapper library would be to collect mappings just like you did. And then select the right mapping for the gamepad version/vendor.

...or do some lobbying and ask vendors about their mappings and ask if there is a reason they prefer to go their own way and if they think it is an advantage to be incompatible...thank you for gaming...

I think that could enhance the "user experience" on the pc if one could have console like input support: Plug in some gamepads, startup super tux cart or any other game and have the buttons of all gamepads work in the same way instantly. I would wish that for my game, too.

Tuesday, March 29, 2011 - 04:50

Nice game, I'd declare it the best open jump and shoot (until proven otherwise) on linux. I like that jumpjetting and the mighty third weapon powerup. And it's nice to see several paths in one level. As for balancing: I think those energy-up-stars could give a litte more energy or other revenue. The payoffs don't seem to justify the use of the jumpjet, esp. when a fast runthrough lets you stay at nearly 100%. Nice mood, nice graphics and very nice music. Great work! And I hope OGA will enhance it even more. Maybe a small intro with the background story text (show it until keyhit). :)

 

Anyway I'm afraid I couldn't play through (got to level 3) due to bugs in the game (not the shootable ones) so here's my bugreport (Ubuntu 10.04 32bit). I hope you can make good use of it:

After some time, every time I collect a powerball it leads to "Failed to create thread" and a short lagging (becoming longer) and finally it leads to a segmentation fault when collecting a powerball. I think this is due to sound playing because the power-ball-sound failed, too (bgm playing ok). Hm, maybe I can playthrough by not collecting power-balls?

Another bug appeared after gameover. There where problems loading images "Reason: out of memory". But there was still plenty of memory available.

And in between it printed out a lot of 0/1 - don't know wether these are just usual/ok debug-printings.

As for packaging: Maybe move the "how-to-compile-using-cmake"-file to the main directory where the readme is? And I haven't found artists/coders credits, art licensing(?) and link to OGA.

 

But now take your deserved nap.

 

Thursday, March 24, 2011 - 12:31

There you are. Added T-junctions and gave it zebras. Now this is a complete cityroads building kit.

Thursday, March 24, 2011 - 05:52

Sorry, for my late reply (haven't seen your comment). I'll work on T-Intersections but can't promise when. Any more tiles needed, anyone?

 

Thursday, March 24, 2011 - 05:31

IMHO whatever you use you should stick to what the most know and/or you know the best. Some lowest common. I doubt there will be time for unknown tools - however great they are supposed to be.

As for special C++ standards: Be aware that different compilers may have different partial support for newer standards - with mingw (gcc for windows basically) it isn't a very big concern but even mingw may lag a bit behind of linux gcc. Don't even mention different brands of C++ compilers. And I'd stick to simple make or build scripts..

I'd like to stress it even more: There isn't time for any failure in 48 hours - if 48 hours is your target. Usualy people who paricipate in such competitions seem to use their own beloved well known toolset they know in-and-out. You could imagine it as some kind of special operation. In my opinion the chances to achieve more are better with less. And avoid featuritis.

 

Wednesday, March 23, 2011 - 19:49

Competition results are usually rather abstract- or casual-style games - as for one because of programmer art (here OGA can excell) and as for number two because of complexity. If you shuffle the theme with some *random* verbs you may come up with games quite unique one couldn't have imagined before - yet quite simple. Often simpler than a lot of other things.

 

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