As these fine blokes above me have mentioned, I would like to add that no matter what you decide to use, it's all about putting time into said project and knowing your limits. Lately, I've been making little mini games because my ambitious projects grow exponentially and before I know it, I have to refactor lots of code if I want to keep moving forward (something I know I don't have all the time in the world for...)
Both are great for making games.
Ruby is faster and making games.
C++, at this point with Gosu, just says "this game could go somewhere big if I really, really cared and had time"
Even as a C++ and Gosu user, I still stay go for Ruby.
As I said, I'm not denying it's awesome, but if we can see it move onto actually being mutable as an image, that would be the real big step I think for Gosu. (One of the key features that really stands out both performance-wise AND graphics-wise)
I still feel like this whole record() business is misleading and very very strict in terms of what it can and cannot do.
I know this is a really useful feature, but I feel like this could be a stand-out feature for Gosu if we could (*ahem* you could...) figure out how to make the recorded data mutable like a texture.
Let me know about that music! ;)
I haven't had a problem playing music on Windows 7.
Do you have the right DLLs located in the folder too? They could be mis-matched and out-dated...
Does any of this change when you use boost::shared_ptr<Gosu::Song> song instead?
How's the game going? I'm really looking forward to this!
I plan on releasing Jiwon when it is "usable" for C++ Gosu users. Basically, it's a Game Logic framework on top of Gosu designed to be used to make games efficiently and quicker. Handles level management, collisions, camera systems, etc.
Mac version is available, but the text in the menu is wrong. I can upload it for you anyway. :)
Source code won't be available until I release Jiwon. It's pretty much of no use without it. :(
Yes it's the same version. #2 will be out whenever I have more extra time to sit and think.
Submarine v1.0 as of October 29, 2011
I woke up one day with a simple game idea: Reach the bottom.
That day at 10:00 am my time, I contacted Spooner in request with some graphics (I make him music, he makes me sprites. It's a fair world.)
About a half an hour later, he sends me the sprites.
A little under 7 hours later I finish making the game.Download Windows Version* Note the Windows version includes a batch file. Just ignore that. Really. Please. :)Download Mac Version* Note the only problem with the Mac version is an error in the text at the menu. It should read along the lines of "Last Run" and not "Best".Controls:
Left/Right - Drift left and right respectively
Down - Accelerate downwardGoal:
Reach the bottom of the Ocean before the music endsObstacles:
Your own speed - It only increases until halted
Starfish - They will bounce you back up. The faster you are, the harder you bounce
Jellyfish - They halt your speed immediately, slowing your progress down. Swim in packs
**********************************************************************Plans to Extend:
I've already been given numerous amounts of feedback on the game. More than I expected.
1 - Increase Level Size immensely
2 - Change feature of the game from music-based to time-based
---- Players generally didn't understand the music went WITH the game
3 - Add power ups (momentary invincibility, more time)
4 - Navigation bar
---- To see how many fathoms you have traveled and are left
5 - New enemy
---- Already in progress.
6 - Another goal
---- Collect the sunken treasure at the very bottom if you can
7 - Water shader
---- Hack up a water warp effect on-screenUses the Gosu Game Logic Framework, Jiwon. (Still not public yet)
- Title screen v1.0 (67k)
Download pluggins. Unless you really know how to exploit the pre-built sound banks they give you, it'll sound kind of cheap.
And practice practice practice. :D
Did you ever resolve the Linux Gosu crashing problem I had a while back?
Garageband, Audacity, and 95% of the time played by me and recorded.
Even though it sounds like a good idea, I've done something similar before in another library. It's not precise. i.e. the music would delay in the event.
It'd be rather beneficial in some cases to be able to get the time laps of a song as well as the maximum time length. For instance, perhaps at a specific part of the song, I want some event to happen, it'd be great to access the time lapse as close as possible.
if(levelMusic->lapsedTime() >= Gosu::Song::TimeSignature("2:40"))
"One thing I've done a lot is opening PNGs created with Photoshop in Preview and re-saving them, because Preview tends to make the file sizes smaller than Photoshop."
Have you tried not doing that?
Hey that's an idea. Very possible too.
Interestingly, it runs fine now under a Release build. Even tested it on a few friend's PCs. *shrugs* Terrible "bug solving" but hey.
I am using audacity for creating the files. I'll look into anything else that may be the problem. (This doesn't happen on mac side though.)
If you find anything else out let me know. I'll find out with the output said tomorrow. I'd like to not crash user's computers. :P
Regardless of which business model we use, my philosophy is that if it is a good game, it'll do well. And I want to make a good game. :)
We changed the color scheme of the bottlecaps. I guess it wasn't enough. :P I'll let Ben know to change it.
And yes, the tools are crossplatform (as the game is too) so it's very portable. :)
Honestly, I don't have some "grand scheme" up my sleeves. I've received many emails from people an friends along the lines of "if I could help make maps, that'd be what I'd do". So that's the direction I'm running with. Hopefully, a sandbox Beta game will also direct some attention. Being able to make levels and then play them has always been a fun part of any game for me, and there are many who'd agree.
So yes, it'd be better with a bigger user base, which is what this is trying to do at the moment. Pull some in, see who's interested, and see what we can do to keep reeling people in. The idea is to get there.
For the Gosu forums, I want you all to finally play something and give me technical feedback. As coders, we know what to look for and what to criticize. Then, on facebook and on the site, the players will know what mechanics do not work and what else would be "a fun idea to see".
New screenshots showing of the SandBox app of Homeless!
Here's a link to our little article explaining the purpose of the Sandbox: Clicky.Summary
Basically, the Sandbox gives you all the same tools I'm using to make maps in Homeless. You can create your own levels and put them here for us to mess around with. The best ones will be added into Homeless (with user consent) by the time of it's official commercial release.
Also, you can give feedback on controls, game mechanics, any bugs, and etc we need to know about. NOTE
This is the first release of the Sandbox. So essentially, it's still a toy of the real game. Enemies don't hurt you (and their AI isn't nearly complex as it will be) but you are still free to create large levels as you please. The Sandbox WILL be updated regularly so any improvements will not be too large to catch-up to. Download Link
Will be at the first post of this main thread when available.
"Maverick's Free Music Emporium". MFME.
I like to pronounce it "Muh-Fer-Muh-Emp"
[Looking at the Carcassonne iPhone game]
Acoustic and somewhat relaxing? Yes.
I've done all kinds of music:
Retro video games (8-bit and genesis-esque era for example), dance, techno, orchestral, acoustic, synth, ambient background, and etc. If you ever need anything (even just to test my abilities) hit me up with an email.
Or, you know, I can write something.
There's also me who'd do it for free because I love you.
There's got to be a good audio library alternative. I wish there were! D:
What are the ones you've already tried? Maybe in my spare time I can do a little research and find one?
Is it possible to create TWO windows?
I'm assuming beginGL and endGL both push and pop the graphics stack respectively. However, when I used them in two different classes (using alpha), the second one will be dominate and the first one will have some weird effect. It may just be /me using the functions wrong/ but here's an example:
Before the boss health bar (drawn by Gosu's quads)http://dl.dropbox.com/u/1333628/TechPics/MrCaffeine/error/before.png
After is appears (also drawn the same way)http://dl.dropbox.com/u/1333628/TechPics/MrCaffeine/error/after.png
And here's that codehttp://pastebin.com/a0BQSWy1
I realize that I don't need beginGL and endGL to draw the quads (as I was doing before) so I don't have this problem anymore, but I DID use them and the above pictures were the results. So it just raised my eyebrow if the pushing and popping had a bug??
My camera class uses the initial window size as the camera size. However, when using setResolution, this throws off the math going on in the background. For instance, some enemies do not spawn or update outside of camera view. This looks fine normally, but using a different resolution will throw off the math and enemies won't update or spawn until the "virtual camera" is in appropriate view which is very hard to determine.
So my question is what can I do do adjust the camera to the resolution size?
If you need any creepy atmospheric music, I'm available. :D Send me an email regarding details if you're interested.
I've been watching your videos too and was slightly afraid there wouldn't be anymore progress! Awesome work man! I'm excited to see where this goes! :D
I can change that for you. :)
About the new grounds description: If you can write-up a better description, I'll fix that as well. I knew it was inaccurate. But it was just for those curious-minded to go here and find out more.
What do you think of this as "Angry god music" ?:Download Here
And here's the new in-game loop. I changed the strings to sharp synth to take away that "relaxing" feeling. Also sped up the tempo to make the players feel rushed for time:Download Here
I made you that music.
You mentioned you hated chiptunes so I didn't go that route. However, you did say you liked some other style of game-tunes. So I found some sounds that pull-off a Sega Genisis-esque feeling. I also accompanied that with some slight orchestral textures. You didn't want it real-sounding but I felt like it gave it some character so I used them minimally. Also, the piece moves into smaller "themes" or "ideas". At first it sounds a little foreign almost as if to say "you're in older times" since your game is medieval-like. Then it moves into a more-upbeat theme for a bit to lighten the player's over-all mood. Then it moves into a softer and somber state for a little peace and mystery. Then back into the "hey you're playing a game set in later times" kind of attitude. You'll notice these transitions. So tell me what you think and if you'd like to use it. I imagined playing the game as I wrote the tune so I think it would fit well. But it's your game so it's really all up to you. Also, if you want some changes, I can fix them to suit you.
Here we go! "Give Me A Map":Download Here
Also, the license just states you can use this as long as you post that license (with directions to my site) somewhere for people to see. However, if you want this to go commercial, I'll just send you a document to sign and fax back to me. No charge. This is on the house, bro. :)
Aaand, you said you wanted music when the gods were angry, yes?
Let me know!
Jules is the fastest guy in the world. He coined the phrase "in a blink of an eye".
I suppose! When I feel happy with a stable demo, I'll gladly throw a demo out there for you guys! ;)
@Jules: Whoops! Accidentally edited your comment! Changed it back.
Ah yes, but I'm on a Mac. :(
That'd be great for windows though. I need to make a windows build and record it that way I suppose.
No the framerate is really great for all the calculations going on in the game. I tested for 1,000+ .png particles once and it didn't bother the framerate. It would still topple over 61 fps.
The problem is the video capturing software. I can't find a good one. If it does great video, it does no internal audio/external audio. If it does audio, it doesn't do video. And if it does do both, it's crap.
I'd need to buy some of the good ones unless you know of any fantastic free ones?
Video up! Finally!
I am using Jiwon, a C++ game framework for Gosu. It is designed and written by me and I plan on releasing it for the public to consume (along with documentation and examples of course) whenever There's No Place Like Homeless is released.
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