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Messages - Disastorm

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1
Projects / Re: Sky Maze 3D
« on: March 27, 2013, 10:42:11 pm »
Hey great job getting your game on Ouya, the company I work for has a dev Ouya and I was looking through the games and I saw Sky Maze 3D and I knew I remembered it from somewhere haha.

2
Projects / Re: Android-Game 'Autoball' [v0.1a] [Sneak Preview]
« on: February 20, 2013, 08:56:31 am »
That looks great. I guess it would even be playable online if you open ports.

3
Support / Re: string on bill board
« on: December 01, 2012, 03:42:28 am »
The GLFont blitting thing Raft made is pretty cool:

http://www.jpct.net/forum2/index.php/topic,1074.0.html

4
Projects / Re: Mesh serializer tool
« on: September 05, 2012, 02:47:15 am »
Hello, I havn't tried this yet, but what do you mean it doens't handle texture files? I thought when you import a .obj or other formats it automatically assigns the textures, thus when you serialize it, shouldn't it have the textures on it?

5
Support / Re: transparent objects depth?
« on: August 30, 2012, 01:34:37 am »
That sounds like it would explain part of the grass showing up inside itself, but the grass, the bush, and the fog are 3 different objects though (they are all clones of other grass, fog, and bushes though, not sure if thats related)

6
Support / transparent objects depth?
« on: August 29, 2012, 09:18:10 am »
Hello is there any way to fix this? Depending on the camera angle certain polys of transparent objects seem to appear in front of things that they should be behind.



7
Support / Re: tile system?
« on: August 15, 2012, 08:13:45 pm »
You can just read through the map file and for each entry create a tile in the appropriate location.  For example you can decide to have the first tile at 0,0(with arbitrary z value) then when you read the next tile you can place it at like 50,0 then 100,0 and make them have a width of 50. At some point then you also want to make the rows start going down so then you reset the x to 0 and increment the y and then continue incrementing the x again.

8
Support / Re: tile system?
« on: August 15, 2012, 04:50:52 am »
e3d, are you asking how to make a 96X96 tile board with each tile represented by a plane with a custom texture based on a map file?

9
Support / Re: out of memory help
« on: August 13, 2012, 06:12:55 am »
Yea I was thinking of either doing that or just using maybe newer versions of vm, im testing it on 2.2.  Anyway, if I create a Texture but don't add it to the manager, is there something I need to do to unload it, or will it automatically unload when it goes out of scope, or am I supposed to actually add all the Textures to the manager?

10
Projects / Re: Thinking about some RPG..Android version.
« on: August 11, 2012, 03:47:33 am »
I need some low poly stuff.  Did you make the trees yourself or did you get them somewhere?

11
Support / Re: out of memory help
« on: August 10, 2012, 07:58:45 am »
I wonder if the erratic behavior is related to this guy's theory http://stackoverflow.com/questions/6349943/android-bitmaps-recycling-and-heap-fragmentation

12
Support / Re: out of memory help
« on: August 10, 2012, 07:08:42 am »
I dont know what happened but I get the out of memory error again when i restart my game.  Does the phone allocate exact amount of ram to an app or does the app share memory with other stuff?

13
Projects / Re: Thinking about some RPG..Android version.
« on: August 08, 2012, 05:03:41 am »
Wow how do you have so much stuff in your world without running out of memory? How many polys are those trees and bushes?

Oh noticed on the first post you mentioned you didn't think it would run on Android 2.X VM.  I didn't read through the rest of the thread, have you gotten it running on those VM or is it too much memory?

14
Projects / Re: Aaagh!
« on: August 08, 2012, 04:53:44 am »
I havn't played it but the screenshots look cool. It looks like a combination of 3d and 2d sprites?

15
Support / Re: out of memory help
« on: August 07, 2012, 08:43:12 pm »
Thanks I didnt think I was using BitMaps directly but I realized that the AGLFont and TexturePack classes that Raft made create BitMaps and I was recreating the AGLFont object each time.  I set it to static and only create it once and I no longer get the memory issue.

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