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Messages - WarHampster

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Trash Talk / Re: HyperCard in the history of digital art
« on: April 28, 2015, 03:41:08 AM »
Never heard of this, it looks awesome.

Link for anyone who's wondering:

I bet this is the same Brandon Ballinger:

HTML5/Javascript / Re: Legendary Sword
« on: April 28, 2015, 03:29:48 AM »
I don't believe it, a new Silverwind game! This makes me so happy :)

Dunno how you're making the levels but I hope it's not still hard-coded 2D arrays. Check out Tiled maybe, here's an example of using it in JavaScript:

look in tests/mapeditor

Trash Talk / Re: Basing game events on feelings
« on: April 28, 2015, 03:13:30 AM »
This is why game design is so difficult. You want the player to experience a sense of progress and completion but there's always the possibility that the player will lose (as in your League example) or just wander around and get bored (Minecraft).

The Call of Duty solution is to hold your hand and keep things strictly linear, but that doesn't always go over well. Why not just watch a movie, right?

I think the ideal solution would be an artificial intelligence that acts like the dungeon master of a pen and paper RPG and changes things dynamically to create a certain experience.

I also think that if you want to have what amounts to a three-act narrative structure then you don't really want to be making a game.

Thanks for bringing this to my attention, I didn't even know there was a Wikipedia page. Maybe we could beef it up by adding links to some games? As a SilverCreator guy I don't really know the ancient history of GM but surely someone here does.

I think that GM represents an important era in indie game history, it should be preserved!

C/C++/Objective-C/D/C#/F/R / Re: [D] The Ultra Mesh (Work in Progress)
« on: April 28, 2015, 02:44:02 AM »
So you're making an OpenGL mesh library? Is the idea to make a new model format or to simplify rendering? Either way you should add support for loading an open format like OBJ.

Interesting that you didn't notice any performance increase when you switched to vertex buffer objects. Theoretically retained mode should be way faster since the GPU won't get bottlenecked by the program code, but in my experience it often doesn't make a difference. I guess it really comes down to the drivers.

At the lowest level of rendering my voxel engine uses glDrawArrays in immediate mode to draw lots of vertical lines on a framebuffer object. I should profile using a VBO instead, but I suspect I would get better performance if I left the OpenGL rendering to the CPU and did the raycasting on the GPU with CUDA. I think x told me this years ago, but I didn't really understand him at the time xD

Also if you can't wait for Vulkan there's always Mantle. If you don't mind programming on Windows ;)


Also, what do you think of D? My friend is doing his thesis on the different successors to C++, namely D and Rust. I hate functional programming so Rust is a no-go for me, but D basically seems like C++ with a garbage collector, in which case why not use a more mature language like Java or C#?

Trash Talk / Re: roll call
« on: April 28, 2015, 01:41:54 AM »
I stop by a few times a month and look at the recent posts, excited to see so much activity right now!

I've moved away from games to computer art more generally. I wrote a long blog post that sort of explains why, if you're interested:

Also check out my new website ;D

Trash Talk / HyperCard in the history of digital art
« on: February 23, 2015, 04:08:26 PM »
Reading these two articles -

got me nostalgic for card-based development and what it meant for me as a new programmer. With the death of SilverCreator, there really is no modern equivalent.

Trash Talk / Re: Nightmare Mode
« on: January 20, 2015, 02:09:03 PM »
The editors moved on to other things and shut it down around 2 years ago. There's an archive though, you can read my stuff here:

I think I've gotten much better at writing since then, it's weird that it was only ~4 years ago.

Trash Talk / Re: GMG Video Documentary
« on: August 21, 2014, 05:01:41 PM »
This would be really cool if we could get some of the old-school people to give interviews... Al and Mike of course, and Eq and Silverwind, then maybe even AOL people like Secret Agent Bob.

Also Gan, I totally do that too. I started working on the AbsurdEngine almost 4 years ago because I wanted to make some silly mobile games and I hated the idea of duplicating lots of code or using non-native languages, and I still haven't finished a game with it. I've been working on the voxel engine for about as long! It's frustrating because I don't really enjoy coding for coding's sake, but I often feel like the tools I need to make what I want to make don't exist, so I have to build them first.

Announcements / Re: MoonFable? new group project?
« on: August 21, 2014, 04:45:00 PM »
Cool :) Semester is about to start so I can't take the lead on anything, but I can definitely help you out and fix bugs in the engine as they arise. I'm slowly adding documentation and I'm going to open-source my game project soon, so that should make things clearer.

I think writing game code and getting it to run on Android is fairly simple - the hard part is dealing with run-time issues on iOS. Of course the whole point of this project is to prevent that, but I can't anticipate how other people are going to code. So it would actually be really helpful to see what issues pop up when you're working on this.

Announcements / Re: MoonFable? new group project?
« on: August 21, 2014, 01:32:19 PM »
If you guys used my new phone game engine to do this I would 1) be eternally grateful and 2) help you code it.

Announcements / AbsurdEngine release
« on: August 20, 2014, 04:14:53 PM »
Today I'm releasing a project that I've been working on for a while - a framework for building native Android and iOS games from the same Java code. It uses the XMLVM cross-compiler to convert Android Java code to iOS C/ Obj-C code.

You develop your game in Eclipse with the Android plugins and then generate the corresponding Xcode project. My goal is for this to "just work" - I've tried to be very practical about supporting things that game developers might need, like networking, timing, multithreading, advertising, etc. I've been developing this alongside a game project that is based on it, so its been tested and refined to some extent.

Here's a silly blog post I wrote about it:
And here's the code:

The documentation in the code is a little sparse right now, but I put a lot of work into the installation instructions on the Bitbucket.

I'm releasing the AbsurdEngine under a Creative Commons Attribution 4.0 International License, also known as "do whatever you want, just give me credit."

Enjoy! And please let me know if you have issues installing it on your machine.

Trash Talk / Re: Recent Music Projects
« on: July 08, 2014, 07:00:15 PM »
Or was it Connors who used to use MilkyTracker?

Trash Talk / Re: Recent Music Projects
« on: July 08, 2014, 06:55:00 PM »
Is that you singing? It sounds great :)

Here's something I made recently:

Hey Zoo are you interested in working with Game Boy hardware? I resurrected an old .mod music engine for the GBDK C compiler and got it to work with MilkyTracker.

Announcements / Re: Hosting for GMG will end May 2015
« on: July 08, 2014, 06:42:11 PM »

just kidding

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