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Messages - Irony

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Support / Image not visible
« on: May 17, 2014, 08:55:17 pm »
Hey Egon,
do you have any idea why I don't see the title image?

This in ondrawFrame()

      if (man.state==SM.STATE_TITLE) {
         if (!tm.containsTexture("title1")) {
            Log.d("draw", "load title");
            tm.addTexture("title1", new Texture("title1.png"), true));
         fb.blit(tm.getTexture("title1"), 0, 0, 100, 100, 512, 512, 200, 200, 100, false);

05-17 20:52:56.903: D/draw(9336): load title
05-17 20:52:59.456: D/draw(9336): draw title
05-17 20:52:59.476: D/draw(9336): draw title
05-17 20:52:59.496: D/draw(9336): draw title

It's easy to see why people do not care too much. I wouldn't too if a project is not coincidentally 100% percent what I am looking for. And that is pretty unlikely.
I have read again and again that more than 50% of the funds of sucessfull projects usually come from relatives or close friends. Still, for some reason I thought mine would be different, because begging my own family to give me money via some website feels just wrong. Was hard enough to post it on Facebook :)
My plan is to polish the game a little more and then start contacting Android gaming sites. Maybe I'll get a review or two when the game is finished. I do not have the great protfolio to build any hype beforehand.

Thanks a lot. I have posted it on a few forums for Wing Commander, as I thought there would be some demand for such a game on mobile. Got a few helpful and positive comments, but no money. Did not necessary expect to, it was meant more as an experiment.
 The silly thing with this crowdfunding stuff is that projects that are already 10 times overpaid are still presented on the main page. Bigger projects mean more money for the platform, so I guess in the end, it's as commercial as everything else.
Edit: indiegogo uses paypal only, but it is possible to give with a credit card without registration.

Hi guys
after resisting for a long time,  I did the unthinkable and built an Indiegogo page to help the game get finished and polish it up. Not asking for a crazy amount, just enough to get in-game music and some other assets. Yeah, it's e-begging, but at least it's for a somewhat reasonable sum. (Will Wheaton is making a web series showing him playing board games with a few friends, and is asking for a million dollars to film it, so hey :)
Even if you cannot imagine giving out any cash, there is still a lot of information about the game I haven't posted before, so take a look if you're interested:
Thanks guys.

Projects / Re: Armada Gameplay video
« on: April 29, 2014, 09:57:47 pm »
Thanks shusho. Alpha Zero looks more like a 2D game, so it should be quite different from mine.

Projects / Armada Gameplay video
« on: April 25, 2014, 11:48:36 pm »
Time for another update.
For those who didn't have the chance to play the alpha before, this video shows a typical mission and how the virtual stick works.

Support / Re: Rotating skybox
« on: April 19, 2014, 12:28:30 pm »
What else can I say but "It works!"
What I've seen from other engine's forums, JPCT might be the only one where this is possible without any hassle.
Thank you for this early easter gift!!

Support / Rotating skybox
« on: April 18, 2014, 10:48:41 pm »
Egon, do you think there is any chance that some day you add a function to rotate the skybox?
I've set up the different mission types of my space game with fixed coordinates, so you are always flying against the same background. It would be really nice if I could simulate that the mission paths are different each time, without having to adjust all coordinates for all 13 mission types. There are hundreds of them...
I'm sure there are other uses for this as well, like a rotating background.

Support / Re: Texture loading questions
« on: April 16, 2014, 11:20:38 pm »
Thanks. I'm having a little trouble implementing a simple splash screen, but at least now I know it hasn't to do with any multithreading.

Support / Texture loading questions
« on: April 16, 2014, 10:02:50 pm »
1. When I call addTexture from onDrawFrame() , does it block or will onDrawFrame continue?
2. When TextureManager.containsTexture returns true, is the texture already fully loaded?

If 1 and 2 are No, how can I check if a texture has been completely loaded?

Projects / Re: SPACECOP 3D v2
« on: April 14, 2014, 12:28:16 pm »
The controls are definitely improved, but honestly, it's a bit too simple for my taste. However, finishing a project is always a good thing.

Projects / Re: SPACECOP 3D v2
« on: April 12, 2014, 06:11:26 pm »
Is there anything you should collect? Or just dodge everything?

Projects / Re: SPACECOP 3D v2
« on: April 11, 2014, 10:34:08 am »
The app needs a few premissions where I don't understand why you would need those, that's why I haven't installed yet.

Support / Re: the phone's fit
« on: April 01, 2014, 12:06:17 pm »
You don't do your blits in absolute coordinates. You do them relative to the screen size. So if you want to blit something in the first third of the screen, you use framebuffer.getWidth()/3 to get your blit coordinate.
There are other ways for sure, but this is the one I use.

Support / Re: Overlay glitching out?
« on: March 28, 2014, 09:06:55 pm »
I am now disposing and recreating the overlay after scene change and together with the changed depth, it seems to work.

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