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1  Games Center / Showcase / Re: Eclipse Tactics - Multiplayer Online Strategy looking for testers! on: 2012-11-29 15:05:02
I'm on OSX 10.8.1 and get the game error "Window translucency is not supported in your system. Exiting". I'm on a fairly new/powerful Macbook Air with Java 7 freshly installed. Let me know if you need more info
2  Games Center / Featured Games / Re: Dirami Conquest on: 2009-10-12 01:19:01
It's a fun and polished game, well done. I found the controls a bit awkward though.. can you make right click deselect a planet, left click select one, and left click to send units?

By the last 2 or 3 levels I could win the game in under a minute though.. so it's a bit easy!
3  Discussions / Miscellaneous Topics / Brighton Grad Jobs on: 2009-05-21 14:48:07
Hi, I'm just finishing BSc Computing & AI at the Sussex Uni and I was wondering if anyone knows of any jobs or opportunities (internships, paid masters etc.) in Brighton, UK.

I love game programming but I'm not under any illusion that I'll be able to get a job creating games (although I shall try). I would really enjoy working for a company making innovative and exciting software, whether it's a game or not. Although I prefer to program in Java, I've got experience creating tools in C# and scripting in Lua.

Also, does anyone have any tips for improving my chances of getting a job doing (game) programming in the Brighton area? I'll be working on an online portfolio in my spare time, this will include any exciting tech demos or games that I've programmed.
4  Games Center / Featured Games / Re: Minecraft on: 2009-05-21 12:17:41
I'm very very impressed. Also, it runs smoothly at 300-700fps on my 4 year old machine (AMD Athlon 64 2.2ghz with 7600GT).

The water wasn't there when I was playing it yesterday, unless I was being stupid. There was a blue sky all around the level, and if I mined through the bottom I would fall into oblivion. No water flowed around like in the video.

How small can you make the squares before performance generally gets too bad?

What major optomisations did you do, and are there any that you are planning? (I'm really interested in destructible terrain)
5  Game Development / Newbie & Debugging Questions / Re: Swear filter.. on: 2009-04-30 22:45:55
One nice trick is to filter swear words at the recipient's end, but not at the sender, and combine this with the idea of swapping out swear words for silly alternatives. That way I see that my message shows up as "You're all a  bunch of shits" but everyone else sees "You're all a bunch of kittens". Because the sender sees their message unchanged they don't bother trying to get around it with "sh!t" or similar.

Then your filter just becomes a simple exact word find and replace and you don't get problems with people from scunthorpe.

I think this is a very good idea. A game I used to play called Infantry (or Cosmic Rift) had this implemented.

If you swore it would appear completely normal, such as "for f**ks sake", but every other recipient wouldn't receive this message.

It worked very well. It took most people a long time to realise that swear words wern't allowed, and even if you knew, it was easy to forget as the messages all appeared like normal on your side.
6  Game Development / Newbie & Debugging Questions / Re: Optimal image compression for this specific style of image on: 2009-04-22 11:11:32
Interesting, thanks for letting me know.
7  Game Development / Newbie & Debugging Questions / Re: Optimal image compression for this specific style of image on: 2009-04-21 19:48:49
Thank you both, I'll have a play and see how it goes.

(And thanks Orangy Tang, but I probably have to deal with the raw data rather than an actual file such as png)
8  Game Development / Newbie & Debugging Questions / Re: Optimal image compression for this specific style of image on: 2009-04-21 19:30:26
Thanks, that makes sense. I'm probably being an idiot but I can't work out how to get back to the original input if given the output?

Edit: Ignore.. just realised the first line of the output is unchanged  Tongue
9  Game Development / Newbie & Debugging Questions / Re: Optimal image compression for this specific style of image on: 2009-04-21 19:17:45
Could one of you explain the line difference algorithm a bit more, or pass a link to it?

If RLE is useful for when you have repeating numbers in the horizontal direction, is the line difference used to help with repeating numbers in the vertical direction?
10  Game Development / Newbie & Debugging Questions / Re: Optimal image compression for this specific style of image on: 2009-04-21 19:11:15
If I hand coded that, how costly in terms of processing time do you think it will be compared with using Java's Deflater class, which I believe uses zlib?
11  Game Development / Newbie & Debugging Questions / Optimal image compression for this specific style of image on: 2009-04-21 18:17:07
Hi, I was wondering if I can use some of your knowledge to decide what the best (time vs. performance) compression algorithm is for a given type of image.

I'm dealing with a 2D array of ARGB values (therefore 4 bytes per pixel). The image is a screenshot of a flash game which is using vector graphics, and has very few colours, with the colours repeating often.

Here's an example image take from a google search.


Using an inbuilt zlib algorithm I achieved high compression but it took a long time. I'm aware that I could probably compress nearly as well if I take advantage of the image having few colours which are repeated often.

My first attempt was using simple run-length encoding with the sections being 4 bytes (to account for ARGB), this was very quick but didn't compress amazingly well.

Does anyone have any ideas on what algorithms or techniques would work well with this type of image?
12  Games Center / Archived Projects / Re: Zatikon on: 2008-07-15 16:37:18
it's a fun game but some parts of the gui aren't that intuitive, and can you move the surrender button away from the 'End turn' button or make it ask if you're sure!
13  Games Center / Showcase / Re: Legend of the Chambered on: 2008-05-31 12:13:51
I like the quirky rendering and scenes, nice job on it.

I don't like the controls and I personally think that full 3D games with physics (i.e you move around and can bump into stuff) should embrace all forms of movement including circle-strafe to give dynamic fights.

So to sum it up I don't like that it's really awkward to cricle strafe and I don't like the way we have to hit with the sword by clicking on it, it feels like you've got this awesome 3D environment with physics but you have to stand still like a text-based game to fight!

I think that with awkward controls or no strafe you'll just eventually see people dodging by going backwards and forwards a lot, or turning then going backwards, which is not really any different in the end except from being less intuitive.

Great job overall, it's got lots of character and looks well done.
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