[QUOTE=Kopimi;33163501][url=http://love2d.org/]did you even look at their website[/url][/QUOTE]
No not really. Ill be taking alot of time learning LUA for this.
I wish LÖVE had a JS wrapper, might've tried it out then, I'm not a fan of Lua :/
[QUOTE=PvtVain;33163544]No not really. Ill be taking alot of time learning LUA for this.[/QUOTE]
LUA is super easy to pick up. It shouldn't take more than a couple hours to learn the basics.
[QUOTE=i300;33163602]LUA is super easy to pick up. It shouldn't take more than a couple hours to learn the basics.[/QUOTE]
It's Lua not LUA. Capitalization matters ;)
[QUOTE=Box Eater;33162023][vid]http://dl.dropbox.com/u/48490232/java 2011-11-07 17-04-47-08.webm[/vid][/QUOTE]
That reminded me to fix my maze generator/solver. 500 x 500 maze finished:
[t]http://i.imgur.com/HMLbc.png[/t]
[QUOTE=uint64;33163630]It's Lua not LUA. Capitalization matters ;)[/QUOTE]
Especially in this line of work
My head hurts after thinking so hard on line segment-obb collision. After hours of blankly staring into space, I HAVE DONE IT!
[img]http://dl.dropbox.com/u/11093974/Junk/segments.png[/img]
I'm going to bed.
[QUOTE=Greenen72;33161327]The only thing I can suggest is to make it more obvious that there are blocks outside the screen (Maybe let the default game be 5x5), such as when first starting the game, I was confused as hell in the first game I played, when the bottom row was entirely horizontal pipes that couldn't connect to anything.
Or maybe a zooming feature so we can see more of the board, the game is like mahjong in the fact that it's really helpful to see more than a section of the screen at a time[/QUOTE]
Very good suggestions, I'm gonna try and make it zoom in an update
Apologies for the blatant thievery, I'm not very creative
[vid]http://dl.dropbox.com/u/48490232/java%202011-11-07%2023-41-40-33.webm[/vid]
I just found my app is already being pirated more than I'm selling. I honestly did not expect that. On the one hand it's quite awesome that it's even successful enough that someone actually cared enough to upload it, but on the other hand it sucks that the uploader already got 66 "thanks" which probably means hundreds of people already stole it and couldn't even pay a single € for it.
[QUOTE=Robber;33164991]I just found my app is already being pirated more than I'm selling. I honestly did not expect that. On the one hand it's quite awesome that it's even successful enough that someone actually cared enough to upload it, but on the other hand it sucks that the uploader already got 66 "thanks" which probably means hundreds of people already stole it and couldn't even pay a single € for it.[/QUOTE]
This is what really pulls me away from making android apps.
Ask them to remove it?
I doubt the uploader cares. Also it's getting a lot of publicity and he even provides a link to the market. I guess all I could do is ask the pirates to pay for it if they like it something like that. I've thought about adding a very simple copy protection that just checks if the user owns it in the Market. Google provides that and I haven't heard anything bad about it, but two guys already bought it by just sending me money over PayPal and I'd hate to block them from getting any further updates.
[QUOTE=benjojo;33165009]This is what really pulls me away from making android apps.[/QUOTE]
It's not really that demotivating. It's still selling much better than I'd ever have expected and I sold more yesterday than on any single day before.
[QUOTE=Ezhik;33165014]Ask them to remove it?[/QUOTE]
If they are hosting the app they most likely wont give two shits.
Waste of time.
[editline]7th November 2011[/editline]
[QUOTE=Robber;33165021]It's not really that demotivating. It's still selling much better than I'd ever have expected and I sold more yesterday than on any single day before.[/QUOTE]
True, I do love seeing things getting used more than getting paid for it. But it still is kinda bothering that if you where going to sell a app that I would get picked up [I]that[/I] fast and be up for free download.
[QUOTE=Robber;33164991]I just found my app is already being pirated more than I'm selling. I honestly did not expect that. On the one hand it's quite awesome that it's even successful enough that someone actually cared enough to upload it, but on the other hand it sucks that the uploader already got 66 "thanks" which probably means hundreds of people already stole it and couldn't even pay a single € for it.[/QUOTE]
Do you have a (limited) free version of it?
If not, might be worth throwing one up. A fair few people would gladly pay if they had the opportunity to try it out first
[QUOTE=Noth;33165151]Do you have a (limited) free version of it?
If not, might be worth throwing one up. A fair few people would gladly pay if they had the opportunity to try it out first[/QUOTE]
Android Market lets them try it out for 15 minutes, but I guess that's still a good idea. :smile:
You could make the app show a polite note on startup if they've pirated it but not do anything else.
"Thank you for using my app. If you like it, why not consider helping me continue making apps by buying the market version (which will hide this message) or sending me some money over PayPal." Sort of thing
[QUOTE=Lexic;33165403]You could make the app show a polite note on startup if they've pirated it but not do anything else.
"Thank you for using my app. If you like it, why not consider helping me continue making apps by buying the market version (which will hide this message) or sending me some money over PayPal." Sort of thing[/QUOTE]
This. If someone likes your program and they see you politely asking them to pay, they will, and if they can't or don't want to pay then you would not have gotten any money from them anyway. Enjoy having your product being used by others.
I won't ever put any sort of DRM on my game [del]if[/del] when I finish it. Waste of time.
[QUOTE=Lexic;33165403]You could make the app show a polite note on startup if they've pirated it but not do anything else.
"Thank you for using my app. If you like it, why not consider helping me continue making apps by buying the market version (which will hide this message) or sending me some money over PayPal." Sort of thing[/QUOTE]
I like that idea. I'll do that and add a free version and see how it goes from there.
I've thought about DRM for my "games". I think I'd probably have a system whereby the first time you run it it says
"DID YOU PIRATE THIS GAME y\n"
and if you say yes it says please buy it.
this is probably a stupid idea and would alienate legitimate customers though.
[editline]8th November 2011[/editline]
this is, of course, assuming my "games" ever get to the stage where they're marketable in any way, shape or form.
The depthbuffer killed my alphablending but it works if I draw the sprite after everysting else, interesting
[img]http://dl.dropbox.com/u/28308500/Pics/alphabug.png[/img]
[IMG]http://i.imgur.com/b8mlA.jpg[/IMG]
So close...
[QUOTE=PortalGod;33162511]This makes me sad.
On the other hand
[img]http://puu.sh/8fSb[/img]
I'm almost there.
I'm having trouble with the backtracking part; how did you mark your cells off to not be included? The red squares in my picture have already been visited; that is, they were part of one cell's set of neighbors, and they were not chosen to continue the maze. When backtracking, I can't go by looking for unvisited cells, because that doesn't find any thing. I can't think of how else to do it.[/QUOTE]
I think I'll try to make a maze generator as well. What I have in mind is generating a weighted graph with each cell as a vertex. Each cell will have an edge to each of its neighbours with a random weight. Then I'll reduce it to an MST with Prim's algorithm.
As an added bonus, this'll give me some much-needed practice in some simple graphics programming, as I haven't done any of that in over a year.
[QUOTE=Robber;33165400]Android Market lets them try it out for 15 minutes, but I guess that's still a good idea. :smile:[/QUOTE]
From memory, it still charges for that trial, so if they decide they don't like it, they have to wait a week or so for their money to be refunded. And if the app is big enough to take the entire 15 minutes to download (or their connection is that slow), there goes that option.
I was just wondering, if you need to have a video in a game or program(like a cut scene) would it be possible to use webm?
I know the main video system to use is bink but it costs money, and ogg theora I dont think gives as much compression while keeping the quality
WebM is open source, so, in a word, yes.
[QUOTE=Smashmaster;33165799]WebM is open source, so, in a word, yes.[/QUOTE]
GPL is a open source license and unless your game is (at least partially) open source, you can't use GPL code in your game. WebM isn't GPL though so that post was completely useless :v:
WebM uses the BSD license.
Yessss. Finally it fucking works.
Wolf3Dish formatted input (hardcoded for now)
[IMG]http://i.imgur.com/QslYb.png[/IMG]
Wall parser
[IMG]http://i.imgur.com/ZagcY.png[/IMG]
Static mesh output
[IMG]http://i.imgur.com/0Obfd.jpg[/IMG]
[QUOTE=Lexic;33165847]Yessss. Finally it fucking works.
Wolf3Dish formatted input (hardcoded for now)
[IMG]http://i.imgur.com/QslYb.png[/IMG]
Wall parser
[IMG]http://i.imgur.com/ZagcY.png[/IMG]
Static mesh output
[IMG]http://i.imgur.com/0Obfd.jpg[/IMG][/QUOTE]
*dumbass question ahead* What does 'unsigned' mean?
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