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Messages - Gatobot14

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Feedback / Re: Java update
« on: July 20, 2015, 06:49:28 am »
In my case its persisten, when i launch an application with Eclipse and then close it, that message appears very often.
Anyway this has happen before so i expect it goes away with next update. >:(

Projects / GW: Arcade Bully
« on: July 20, 2015, 06:46:48 am »
Decide to enter the IndiesVSGamers Jam and expend the whole weekend making a game.
It was made in 2 days its very basic  :P.

 ;D If you want to play it go here

Feedback / Java update
« on: July 19, 2015, 08:11:57 pm »
Just asking if someone has the same trouble, but often when update Java and test my applicattions in eclipse a message pops up saying "Java(Tm) Platform SE binary stopsworking".
Its this normal? did i need to configure something?? somebody help??

Feedback / Re: fast get into blender
« on: July 15, 2015, 09:55:31 pm »
if you want models or learn how to make them, i prefer wings3D , you can do .obj, its less powerful than blender
but its easy to learn

Support / Re: MD2 animation names
« on: July 13, 2015, 03:08:44 am »
youre right its the exporter(fragmotion) i have to add another animation whit name "complete"
but it keeps changing my animations names :P

Support / MD2 animation names
« on: July 12, 2015, 09:13:35 pm »
hi egon!
i create a md2 model and added two animations, "idle" and "walk" are the names for those
when object is loaded in jpct i get the next output:
Coverting MD2-format into jPCT-format...
Processing: idlehdulesp...
Processing: walkhdulesp...

this are the animation in the file that i made
but when i print the names i get the following:

DEBUG: complete
DEBUG: idlehdulesp

just one animation keeps its name
is there a way to keep the original names for the animations?

Projects / Re: GW: Cloud
« on: July 06, 2015, 04:20:08 pm »
the project page have been update with gameplay instructions. Fire the robot, fire the factories, protect your crystal/base ;D

Projects / Re: GW: Cloud
« on: July 06, 2015, 03:45:41 pm »
you have to destroy the enemy factories (the grey buildings), pass the cloud through the crystal to gain power then you can throw thunders , dont let the robots reach the crystal, and use the stones heads to defend yourself, just fire them from above.

Projects / GW: Cloud
« on: July 06, 2015, 03:25:59 am »
I began to participate in monthly game jams to finish my games and not end up with a bunch of dead code, i know this games are simple but they keep me moving  ;D.

I release a game for the mini ludum dare 60, hope you can play it.

This game is 2D, but that was for practice, my next project will be in 3D (thats was jpct was made for  8) ).

I will continue doing this kind of games and see what happens  ::)

Projects / Re: A game for Ludum Dare
« on: June 12, 2015, 02:38:36 am »
Thanks a lot!!! im working on my next proyect

Support / Re: jPCT for developing 2D games?
« on: June 10, 2015, 11:05:17 pm »
i can upload the sources if needed

create a dummy object and add all the part of the model, then you must add the parts of the model to the world, and if you need to rotate/tranlate do it on your dummy object.

Support / Re: Stretch FrameBuffer
« on: June 06, 2015, 06:01:29 pm »
sorry i find where i was mistaken yes indeed the framebuffer size will be one especified,
and in full screen it wil be rescaled automatic , my concern was to rescaling a part of the frambuffer :P, im just blittin an area of 800x600 and if the resolution grows there will be an empty space surrounding the framebuffer beacuse nothing is render beyond 800x600,but even rescaling that part of the buffer to fill the empty spaces just going to mess with my mouse input.
i dont know what i think of this in first places...after all reading the post it fells weird so i guess im going to keep working with 800x600 and perhaps 1024x768 anyway i think im overthinking this reslution thing.
sorry for the confussion and thanks for kepping track of thigs like this  ::)

Support / Re: Stretch FrameBuffer
« on: June 05, 2015, 10:10:05 pm »
i mean rescaling the image from buffer to fit the desire resolution(having the base image
800x600), but i think doing this will mess up the mouse input......
if you render a 3d scene the viewport will be scaled to the size of the buffer
but im blitting textures so this never happen
anyway it was just a question....

Support / Stretch FrameBuffer
« on: June 05, 2015, 06:15:35 pm »
its posible to stretch the frame buffer to fit different resolutions?
im working in full screen mode 800x600 but i wonder if its worth
trying bigger resolutions, strectching the buffer so i can keep
working internally with 800x600

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