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Messages - expleo

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46
DragonFireSDK Spotlight / Re: Secret Color Code - Mastermind game
« on: February 12, 2013, 01:24:02 am »
Grats on getting it out :)Be prepared to get a lot of offers in your email for payed reviews haha. There is an industry out there trying to milkdesperate devs for their dollars :)

47
Game Programming / haha, overkilling an idea ?
« on: January 29, 2013, 08:04:42 am »
Anyone started just with a silly idea, then suddenly realised that the time and resources spent on it probably exeeds any ROI with miles ?

Well, me and my trusted illustrator just started drrodling with a 'simon' game, you know, where you repeat the pattern shown, and mixed it with some rpg elements.

and suddenly we have a game with traveling, cave exploration, trap disasemblement, monster fighting and even boss fights, various stats and loot to be found.

Well, we had to say enough, so its just about wrapping up and send off to the store rather soon. Was fun :D Anyway, some near-complete before launch screenshots












48
How Do I...? / Re: Copying text from one variable to another
« on: November 23, 2012, 02:15:19 am »
Yeah, well, I guess thats is what I'm struggling to understand. combaTtext[0] is integer, but it still contains a text string. I can use TextSetText(textvariable,combatText[0]) to get the output.. ? Anyway,  any ideas how to solve this ?



49
How Do I...? / Copying text drom one variable to another
« on: November 22, 2012, 06:45:45 am »
Hi, I want to have a dynamic log, where the content of last line is 'pushed down'. I try to use sprintf to get the content of previous statement, but application crashes when it comes to the sprintf statement below.

I tried a 'char' copy, with sprintf(tempText,"%50c",combatText[0]);, but it only printed blanks, not the text currently held in combattext[0].

char tempText[100];
int combatText[7];
TextSetText(combatText[0],"Begin");
sprintf(tempText,"%s",combatText[0]);
TextSetText(combatText[1],tempText);
TextSetText(combatText[0],"--Blablah next line ");


So, am I thinking completly wrong, anyone have a simple solution ?

50
DragonFireSDK Spotlight / Re: Just to get some more postings
« on: September 20, 2012, 11:34:07 pm »
Trust me, sales are next to nothing. I get a whole bunch of requests from various 'add your game to our app of day' stuff though, some want me to pay to get exposure (even for reviews !) and some want me to hand out game for free. I might do that and add an 'ad based' model instead ? But if it costs 10$ to make a new release, I'd rather wait and see if dragonfire get some ios 6/ iphone5 build going.

To be honest, Im MUCH more exited on the game we are working on now, a slot based rpg- choose your own adventure rougelike :D

51
How Do I...? / Issue with multiple fonts ?
« on: September 07, 2012, 01:12:19 am »
Hi, I simply dont understand this. Following code generates an error when running debugger (fontNativeGetFont font does not exist):


FontMedium = FontAdd("fontregular");
monsterText=TextAdd(240, 4, "Skeleton Archer",   FontMedium);

fontQuest=FontAdd("Arial","Bold",20,0x000000);
missionText=TextAdd(containerMission, 170, 155, "Trouble in the Docks", fontQuest);

If i run:

//FontMedium = FontAdd("fontregular");
//monsterText=TextAdd(240, 4, "Skeleton Archer",   FontMedium);
fontQuest=FontAdd("Arial","Bold",20,0x000000);
missionText=TextAdd(containerMission, 170, 155, "Trouble in the Docks", fontQuest);

all is good (exept I only get the one text)

also if I run

FontMedium = FontAdd("fontregular");
monsterText=TextAdd(240, 4, "Skeleton Archer",   FontMedium);
//fontQuest=FontAdd("Arial","Bold",20,0x000000);
//missionText=TextAdd(containerMission, 170, 155, "Trouble in the Docks", fontQuest);

works ok.

FontMedium=FontAdd("Arial","Bold",20,0x000000);
monsterText=TextAdd(240, 4, "Skeleton Archer",   FontMedium);
fontQuest=FontAdd("Arial","Bold",20,0x000000);
missionText=TextAdd(containerMission, 170, 155, "Trouble in the Docks", fontQuest);

its also good, so I guess it is something with the bitmap font. Does the usage of bitmapped font and regular font in same app cause issues ? Is there something in the fontset I have created that is incomplete, causing some weird effects ? Anyone have any idea or workaround, suggestion or other ?




52
DragonFireSDK Spotlight / Re: Just to get some more postings
« on: September 06, 2012, 11:30:45 pm »
Hm, can that be because I had the norwegian applink ? What happens if you try

http://itunes.apple.com/app/battle-tic-tac-hero/id556307723?l=nb&mt=8

thanks

53
DragonFireSDK Spotlight / Just to get some more postings
« on: September 06, 2012, 02:21:08 pm »
While we are workin on a larger, a bit more ambitious game, I realised I never actualy tested the entire process of having a game out and listed. So I created a small game for fun, 'battle tic tac heroes'.

It is tic tac toe, but player can also try to conquere one of the spots already taken by opponent. Random hero dish it out graphics to sprite it all up to a nifty tune.

http://itunes.apple.com/no/app/battle-tic-tac-hero/id556307723?l=nb&mt=8

I might even dig up some promo codes if anyones interested. Not a great masterpiece in gaming world, its a matter of prinsiple not 'selling' a game for free :)

54
Game Programming / Re: ImageAdd seems to be crashing?
« on: May 14, 2012, 01:24:17 am »
Ok, I look again, and this is what I find weird. You say that it works with a viewadd. The viewadd is to present an image laoded with the imageadd.

So it is something like this:

int myImageHandler;
int myViewHandler;

myImageHandler = ImageAdd("myimage.png");
myViewHandler = ViewAdd(myImageHandler ,X,Y);

Perhaps it is easier if you copy your code (or at least, just the image part)

55
Game Programming / Re: ImageAdd seems to be crashing?
« on: May 14, 2012, 12:25:54 am »
My best bet too, I guess you use imageadd 'runtime' Make sure you initiate and load all resource files in a seperate function, and call it once at start of app (in main)

56
I have a question though. As it looks like a map is fit into one screen, so how does scrolling work in the engine ? Is character always centered, or does actor move and all map is changed when he leaves the screen ?

57
Hi, I would get a lisence if it was not too high enough, as long as the code was rather easy to change to modify settings etc.

For me personally, there would be no need for any more fancy GUI than what you already have

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