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Everything posted by Meerjel01
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Yes mah man! Though how should I make it so people doesn't share the files around? I feel like I need the earnings for my work and this community is a bit of a "Take and send" group.
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Can I make money out of making and selling original games for the console? The games will have original assets and settings to avoid copyright and will be sold with decent prices so I thought it was a good idea. But is it legal to do it? Meerjel01
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I don't know if the array method I posted will work anymore cause of recent discoveries. So let's say that you need to call all texture files for the map from a file by text and put them in an array of DirectX textures. I'm sorry if I disappointed anyone but hopefully it's understandable. Still, I've did some progress. I've figured how to make a sprite system. Haven't tested animation yet but will eventually do that now when I've gotten this engine running properly.
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Small reminder when taking info from a file and putting them in variables. Give the variables some content before doing ">>" on them
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There's a Unity version for the Xbox 360 that I want to use but I need a hard modded console for it. That or a way to turn my unmodded 360 to a homebrew console. Can someone that sells a 360 reach out to me here? I don't know if I should ask here but I have no other place to go to right now. Meerjel01
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We need to port SFML to the OG Xbox somehow. It should be possible since it's a "simple" library and can be ported to other things. I'm not sure if I can port it so I want someone else to do it properly even if I have to pay for it. Can someone port SFML to our classic console?
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Bump* Now I'm gonna talk about how I make the geometry for levels. I struggled with getting X file based geometry to work with UV2 (Lightmap UV) so I made my own technique to load a level. Using code similar to this made me able to load a level and learn custom file format programming. For the file I used to copy/paste data from an .x file with a text editor but now when I made a Blender export script it got easier to work with. I suggest using multiple files during development and then copy them over to a single map file. And using a texture container I can take a single-copy texture and place it on a surface without using up memory. This is a trial and error scenario. You need patience and skill for it to work.
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I've sent him a message here and his mail but if I can't reach him then I'll ask here what I wanted. I'm gonna try to make an engine from nothing but pure C++ following his tutorials on the website and this video. But his tutorial series was not finished and I need to figure out how to make audio play as well as having controller input.
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Can't edit an old post so here's the how to add to an array code made proper. numObjects++; CObjects* newList = new CObjects[numObjects]; for(int t=0; t < numObjects - 1; t++) { newList[t] = objectList[t]; } newList[numObjects - 1] = tempObject; // Add the new Object objectList = new CObjects[numObjects]; for(int i=0; i < numObjects; i++) { objectList[i] = newList[i]; } delete newList; The - 1 was needed to properly get an element from an array using the maximum size of it.
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Greetings
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I'm going for the XTL in the mean time the nxdk gets easier to work with. Also do this std::ifstream fin("file.txt"); if(!fin) return false; Not std::ifstream fin("file.txt"); if(fin) return false; Everyone needs to remember to look through the code after these problems or it'll not do what it's supposed to do. Also "!fin" means "fin == NULL" if wanted to know. Another thing. I will try to make my own skinned mesh renderer code so I can have full control over it. (Like vertex data and animation blending)
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Halo Reverse Engineering No matter how much Half-Life 2 can be modded on Xbox in the future. I'm still a Bungie fanboy. Sorry for putting out an irrelevant topic like this, just needed to get it out of myself.
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I got myself into the nxdk since it's cross platform. But there's very little tutorials about it so I don't know if it'll be a hit or not. It's also legal apparently.
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You can use the std library to create std::vector<Object> list variables if you feel like it. But I've found it to take up some space than a simple array. Sure std::vector is easier to use but it can't be that good for the Xbox for some reason other than increasing the size of the xbe. But I know a method to increase array size easily. It's to take the array you want to expand, place all of it's elements in a temporary array by for-looping, empty the first array, fill it with 1 more element, place a new object at the end of the array and put everything else from the temporary array back to the first one. Then delete the temporary array for memory's sake. I suggest that you make an int with the number of elements on an array for this like a "int numObjects" variable. numObjects++; CObjects* newList = new CObjects[numObjects]; for(int t=0; t < numObjects; t++) { newList[t] = objectList[t]; } newList[numObjects] = tempObject; // Add the new Object objectList = new CObjects[numObjects]; for(int i=0; i < numObjects; i++) { objectList[i] = newList[i]; } delete newList; You can make a func that takes an existing array and add something to it if you wish but that depends if it works for multiple types somehow.
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I think I'll bring some of my time with 2D angular sprites in 3D now. I made a system that I wish to use called 4-Angular-Directional-Sprites in the past that only uses 2 textures for a single frame. It's used in my game Atmo but I want to implement it to the original Xbox as well.
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I admit. I haven't gotten around to make an importer for skinned meshes with armatures yet. I was using the code from the example engine in the Xbox homebrew site. But I've added some extra features to it that was shown in the video above which was multiplying a matrix to a bone. Even getting the bone by name and set an index for it was programmed as well. So no I'm not the one to be credited for the whole code but the additions for it.
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Board startup date: April 23, 2017 12:45:48