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Messages - Jeroen

Pages: 1 2 [3] 4
31
General Discussion / Re:#600
« on: August 18, 2003, 08:25:38 PM »
23 years old,
living in the Netherlands,
Interaction Designer, Game Designer (Project Joe), Web developer and drummer.

32
General Discussion / Silence detection question
« on: August 18, 2003, 08:23:01 PM »
Hi Jan,

How will you implement the silence detection we spoke about, coz my question is if you are able to read the volume from a sample in real-time?

Secondly, I mailed Toon Boom studios, and they responded positive to the suggestion it should be possible to export a lip sync text file just like Pamela. Cool huh? And I always think larger developers do their best to avoid being mailed :-D

33
General Discussion / Yay
« on: August 18, 2003, 08:19:55 PM »
Well it's pretty weird: I spend a lot of time on the Glumol forum a loooong time ago, and now there is an ACTIVE and INTELLIGENT community, I'm not spending any time here!
I'm even marked NEWBIE on this forum  :-\

Well, I'll try to be here more often, coz it's fun! And I'll learn quite some stuff from you guys too.

Well, back to the programming board, although it's quite easy: adding samples for lots of objects :-D

34
General Discussion / Re:Someone, please lend me $85,000
« on: August 18, 2003, 08:16:30 PM »
OR!!!!! Order:

- a jacouzi
- Cameron Diaz

Although I don't know if I could get a jacouzi.

35
Game design / Re:Tired of TRYING to make good characters?
« on: August 18, 2003, 08:14:55 PM »
lol

36
Scripts, plugins, utilities, goodies / Re:Sunny Demo
« on: August 18, 2003, 08:05:22 PM »
Hey that's excellent stuff!

Smooth too!

Did you make the DLL yourself, or did you use a "generic math dll"?

37
General Discussion / Re:3D Stereo Glasses
« on: June 21, 2003, 12:54:04 PM »
I have them. Under a pile of dust.
If you don't have an NVIDIA card (e.g ATI) you cannot use the glasses under Windows 2000 or XP. They use third party drivers for non-nvidia cards, which isn't being developed anymore.

Frame rates? Well expect your avarage game to run at half speed! The effect is dissapointing and I do not understand the positive reviews. I tweaked and I tweaked, but it still is a very dissapointing result. My monitor can run at 120hz at lower resolutions, but I see image ghosting effects everywhere (headache guaranteed).


38
Hmmm....okay I officially agree with everyone's last post now.

 ;D

39
Feature requests, suggestions / Re:LAN Support
« on: May 16, 2003, 12:27:59 PM »
Another technical thing to look for in multiplayer adventuregames is client/server side prediction. (IMHO it instantly becomes more like a RPG since you need to change concepts)

I did some tests with this using C++ and Blitz, and found out that instead of checking the players positions every game update isn't ideal: e.g do it one out of ten times. This way it doesnt consume bandwidth as much.
To avoid the lag because of this, I tried out using "cubic splines".

The idea is that you take the current player's position, and take the old player's position (one check before current one). Using this information PLUS the velocity (how fast/slow the changes are) you can use cubic splines to predict where the player WILL be, and adjust its coordinates every cycle.

Find all about it here, I'm not very good at explaining things often :)
http://www.gamedev.net/reference/programming/features/cubicsplines/page2.asp


40
Quote
lost you here. Can't we have both two methods and choose the best in a case by case matter (this sentence reminds me of something... I can't remember  ). What would a new method could harm? And why a lightmap layer can't be shown in the preview panel at real-time when we place an actor, like with the decoration regions?

Let me be a bit more clear :) Adding a method doesn't hurt indeed, that I agree on. With the real-time thingie I was referring to: real time editing. With the radial and linear stuff I can imagine the user being able to select two colors, being able to move the centre point with radial gradients and so on. The whole thing happens in SceneEdit. Now the layer would mean I have to switch to Photoshop or something and adjust the layer until it's okay in SceneEdit. Okay, it's not THAT bad, it's merely that I prefer the radial/linear thing.

Quote
PS. I am following "our still unamed project joe" since the beginning. I am one of the oldest and biggest fans. Keep up the good work.  


Thanks :) Always good to hear :) Thanks to WME this project is alive and kicking! (euh and because o all the other teammembers ofcourse!) Where can I find of your work btw?

41
I have to agree with Jerrot here. The concept and big advantage of SceneEdit is that a lot of actions can be performed real time: placing the actor, looking at the animations in the scene, scaling/rotating, z-order, even the sounds work there already, etc.
A lightmap layer would break this concept a bit and cost memory (perhaps not much but still) - I prefer the linear/radial idea. Yes, this could be difficult to do...I think it's up to Jan to measure the pros and cons :)

42
Yes, I agree that both radial and linear would be ideal.
But...if I had to choose, I'd choose "radial".

But how are you going to do that with polygons, Jan?

43
Yes, I suggested this a while ago too, but my guess it's rather hard to make a lineair/circular gradient with polygon regions.

A tip that works, but certainly isn't ideal:
Place a TGA file on top of the character/scene nodes. This TGA file is the gradient, e.g make it 20% transparent in the middle, and 0% transparant at the borders.

44
General Discussion / Re:I need a small help...
« on: April 24, 2003, 12:01:33 PM »
The Dutch localisation would be:

Sommige van de essenti

45
Game announcements / Re:My first WME Scene
« on: March 13, 2003, 12:25:11 AM »
Congrats! I'm downloading it right now. Nice screenshot!!
Now go on and make the whole game  ;D

Update: I just played it :) I love the graphics and the puzzles you implemented until now! I'd say: CONTINUE :)
I love how you implemented the fish animation.


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