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Messages - Grimshaw

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46
If you can make the next RPG Maker then you are bringing something new to the scene by definition. If you are only cloning RPG Maker you probably never get to the original's quality and get nowhere.

That's why I mentioned, do things as exercises and learn a lot, that is okay, but don't engage in making complex and time consuming software unless you know exactly what you are doing :)

47
SFML projects / Re: Unnamed "Tug-Of-War" Strategy Game
« on: June 02, 2014, 11:48:38 pm »
Looking good! I guess by now I only expect good things from you man :D

48
Its so confusing to use the shadow map term like that.. The shadow map is a well defined popular technique but I sense its been re-invented for some reason in this library..

49
In sum, making a game framework is just another layer of knowledge deeper than just knowing how to make games.

If you keep making nice games using a framework like SFML and/or others for enough time, you will be completely comfortable to take the next step and do a framework of your own if you dedicate enough time.

Though, I don't recommend doing that, I just recommend that you always focus on making the current game project with the best tools that are available to you. Only when there are no tools that you can afford or there are no tools that fit your task appropriately, then roll your own.

But please don't go and lose time creating a framework that brings nothing new to the scene. Its cool if you think you can provide some value to other developers or your studio, but otherwise its kind of wasted time. At least its what I think and many others in the industry :)

50
OpenGL is just a standard API for managing a graphics card. Each GPU fabricant then implements the OpenGL standard for their product, so it works in their cards as good as in all others. Obviously, it takes a really low-level knowledge of the hardware they created for it to work properly. Even so, they still get it wrong sometimes, and that's why they need to release new graphics drivers, in order for the OpenGL/DirectX API to function better.

Without pretty difficult reverse engineering or a clear specification sheet of the graphics hardware, I don't think a regular programmer could do it from home, something like OpenGL, and it still only would work in a single GPU or family of GPU's.. :)

51
The best response I can make to that last post is: AAHAHAHAHAHAHHAAHHAHAHAHA

52
You want to have everything working from the start, you have absolutely nothing to show and yet you re trying to make lighting right away? Even worse that you are clearly not comfortable with what you're doing, that shader code is probably copied from somewhere they way you speak about it...

53
There are lots of tilesets in the web.. Use some to get going.. To pack png's into a tileset I recommend texture packer..

54
stop thinking and do.. why don't you implement something new every day and show us the screenshot of what you have? it would certainly keep everyone more interested and would be more fun than reading "I found a new bug, I had to rewrite everything"..

Trust me, your classes are poorly designed so far and you will need to refactor most things many times until you have something you love, let alone impressing other people.. That's why making an engine for all games takes years, and you want to do it in months with no experience..

55
Will you keep saying every post that its just a little thing then its finished and then you never are? :p

56
Keep it there, maybe someone will find it useful :)

57
So, how many people are using this library already? Around 100 I guess?

58
SFML projects / Re: SFGUI (0.2.3 released)
« on: May 26, 2014, 07:52:52 pm »
Yeah, I hope you are still around when it comes out so you can teach us some more new tricks :D It would be awesome.

59
SFML projects / Re: SFGUI (0.2.3 released)
« on: May 26, 2014, 02:37:05 pm »
We are blessed to receive your teachings :)

60
SFML projects / Re: SFGUI (0.2.3 released)
« on: May 26, 2014, 02:16:14 pm »
Please teach us how it should be done :D

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