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| | |-+  TMC's Shoot Em Up Construction Kit - Dev Diary
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Author Topic: TMC's Shoot Em Up Construction Kit - Dev Diary  (Read 21295 times)
JDog053
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« Reply #30 on: April 20, 2012, 02:19:03 PM »


Update
----------

Zytron II has gone live on Desura now.

http://www.desura.com/games/zytron-ii

And what a relief.   Cheesy

It will be interesting to see how well it does.

TMC


Congrats Masked, good luck! Cheesy
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T_M_C
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« Reply #31 on: April 20, 2012, 02:55:19 PM »

Thanks Jdog.   Smiley

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fog
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« Reply #32 on: April 21, 2012, 11:52:54 AM »

Sure I've asked this before, but can't remember the answer  Tongue

Does Blitz Max also support Mac builds? 
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T_M_C
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« Reply #33 on: April 21, 2012, 12:34:24 PM »

Quote
Does Blitz Max also support Mac builds? 


Yes.

Open GL and Direct X as well.

TMC
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fog
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« Reply #34 on: April 21, 2012, 01:39:37 PM »

Quote
Does Blitz Max also support Mac builds? 


Yes.

Open GL and Direct X as well.
I'm assuming you can't do that without a Mac then?

Shame as the Mac market is quite sizeable these days and relatively untapped compared to PC's.
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« Reply #35 on: April 21, 2012, 03:51:26 PM »

Quote
I'm assuming you can't do that without a Mac then?

Yes.   Smiley

I've had virtually no experience using Mac's at all.

I've always had IBM PC's.  Never felt i needed anything else to be honest with you.

Quote
Shame as the Mac market is quite sizeable these days and relatively untapped compared to PC's.

True.

If i had  Mac, i would have developed Zytron II on both Machines in parallel.

I think that would have been an easier option rather than to port the windows version after it's finished.

TMC
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Prime_8
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« Reply #36 on: April 23, 2012, 03:58:38 AM »

yet there are some good vm's that host the exe . even on mac.

it would be cool if someone found a way to build mac binary on non mac , as how to make the package is known .. it just the bin key .
i know there used to be a usb dongle that let you run mac os on a pc box and compile .. but now i think a mac book is about same cost . lol
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T_M_C
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« Reply #37 on: April 23, 2012, 07:13:52 AM »

Yeh, in theory devloping on a Mac emulator sounds ideal, in practice i would always prefer to use the Mac hardware, for fear the emulator wouldn't be 100% accurate.

TMC
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fog
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« Reply #38 on: April 23, 2012, 05:38:26 PM »

If you have the correct PC hardware then a Hackintosh is always a possibility.

Really anything that lets you do some sort of basic testing yourself during development is all you need.  Most iOS and Android apps are just tested on emulators.

I'll let you know as it's a problem I'm going to have to overcome myself very soon  Tongue
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Prime_8
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« Reply #39 on: April 23, 2012, 09:17:18 PM »

my droid phone has a debug usb mode.. and lets you run dev apps on it in debug mode. LOL

but yeah the PC droid emulators are very good.

a VB VM hostin mac or ios would be cool as all heck .
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fog
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« Reply #40 on: April 25, 2012, 07:55:09 PM »

Just watched the promo video on Desura for the first time.  It looks excellent.  I already knew that obviously, but it's cool that it looks great in the videos too as a lot of good games don't come across well....and a lot of promo vids are poorly put together. 
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T_M_C
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« Reply #41 on: April 26, 2012, 06:47:45 AM »

Cheers Fog.   Smiley

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« Reply #42 on: May 14, 2012, 10:27:55 AM »

Not a lot of news on the shmup kit.

But i have been doing a lot of experimental coding.

I've recently written a quaternion camera routine.  Teaching myself Quaternion's as i went.

Quaternion's if anyone doesn't know are another way of doing rotations instead of using a Euler rotation matrix ( pitch , yaw , roll ).

An easy way to think of a Quaternion, as a way to represent a rotation, is to think of a long handled sweeping brush.  Holding the brush at the handle and swinging it about represents the Quaternion vector part.  The direction the brush handle points, is analagous to it's direction vector.
And twisting the brush handle, so that the brush spins around is analagous to Roll.
Thus a direction vector and roll are all thats needeed to represent any rotation.
Only 4 variables are needed for a quaternion rather than 9 for a rotation matrix.

Anyway, i've been experiementing with software 3d in Blitzmax, as it's natively only a 2d system.

Using scaled sprites in 3d instead of textured polygons, as is normally used these days.

This technique was really popular in the arcades with games like Afterburner and Powerdrift by Sega.

I'm not sure if i'll do anything with the code, but it was good experience and was a lot of fun.   Grin

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JDog053
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« Reply #43 on: May 14, 2012, 11:39:35 AM »

Quaternions are good but difficult! When I understand 3D (or 4D in this case) Maths better i'll have a crack at implementing it. Glad it was fun though lol. As they say, you learn by doing Smiley
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fog
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« Reply #44 on: May 14, 2012, 06:47:59 PM »

Quaternion's if anyone doesn't know are another way of doing rotations instead of using a Euler rotation matrix ( pitch , yaw , roll ).

An easy way to think of a Quaternion, as a way to represent a rotation, is to think of a long handled sweeping brush.  Holding the brush at the handle and swinging it about represents the Quaternion vector part.  The direction the brush handle points, is analagous to it's direction vector.
And twisting the brush handle, so that the brush spins around is analagous to Roll.
Thus a direction vector and roll are all thats needeed to represent any rotation.
Only 4 variables are needed for a quaternion rather than 9 for a rotation matrix.
Cool explanation.  Although I'd heard of them I had no idea what they were.
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