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Pages: 1 ... 8 9 [10]
 on: 2014-10-24 15:03:24 
Started by Norakomi - Last post by Norakomi
O yes, forgot about that, that's a good way for sure.

But then I get to my resetLevels method:
   public void resetLevels() {
      LEVEL1FINISHED = false;
      LEVEL2FINISHED = false;
      LEVEL3FINISHED = false;
      LEVEL4FINISHED = false;
      LEVEL5FINISHED = false;
      LEVEL6FINISHED = false;
      LEVEL7FINISHED = false;

And I'm still curious if it is possible to do this more efficiƫnt for say if it where 40 levels.

 on: 2014-10-24 14:58:54 
Started by Norakomi - Last post by BurntPizza
Keep a counter?

if (levelsFinished == 7) {

 on: 2014-10-24 14:57:29 
Started by Norakomi - Last post by Norakomi
I've got a level select screen where the player can choose between 1 of the 7 levels of my game.
If he finishes a level a boolean (LEVELxFINISHED = true;) gets set and a check mark is drawn over the level in the level select screen and the player is only able to choose from the remaining levels.

If he finishes ALL level, for now I want all boolean for if the leve is finished to be reset.

I'm doing this with this code.

            LEVEL7FINISHED ) {resetLevels();}

I was wondering is there is a way to automate/optimize this code.
It works fine, but imagine i would have had like 40 levels....
Would be nice to know how to do this check with some kind of for loop.

 on: 2014-10-24 14:10:24 
Started by BurntPizza - Last post by theagentd
Is the performance profiler HDR rendered?
I think this game is getting too polished... Wink
Hehe, I'm glad you think so, but no, it's not. I do apply a very simplified bloom filter to it and add it on top of the UI using a special additive blending operation which gives a very good HDR look and preserves anti-aliased gradients etc.

More info here:

 on: 2014-10-24 13:40:48 
Started by Jacob Pickens - Last post by princec
I was intrigued by Papers, Please because of the idea of how it messed with your emotions. At the time I was thinking of getting it though I didn't want any extra negative emotions in my life though and passed on the opportunity at the time. As I understand it it makes you feel like something of a monster.

Cas Smiley

 on: 2014-10-24 13:30:35 
Started by Jacob Pickens - Last post by kappa
Papers, Please IMO is a pretty good example of how you can deliver a pretty good experience through a game without being too heavily focused on gameplay mechanics.

 on: 2014-10-24 12:52:27 
Started by Jacob Pickens - Last post by gouessej
When I want my game to convey a message, I display it (explicit) or I would use the gameplay to make the player do something that makes her/him draw a conclusion related to my message. For example, some parts of a level could be almost impossible to get across alone but it would become doable with a few comrades. Some civilians could shout out "eat this" to make you spotted and/or throw some objects into your face if you were famous for your ill-treatments on others.

 on: 2014-10-24 12:40:05 
Started by roland - Last post by roland
Hmm actually how are you checking the output data?

Cas Smiley
Opening it with gimp and deleting the alpha channel. Don't know if that works though.

Saved as a compressed byte array now (with width and height stored in the first 8 bytes) and that works fine so I could just keep it like that, file size seems ok

 on: 2014-10-24 12:14:13 
Started by roland - Last post by princec
Hmm actually how are you checking the output data?

Cas Smiley

 on: 2014-10-24 11:42:18 
Started by roland - Last post by roland
I think it might be a bug then. Fairly sure I had some severe headscratching over this exact issue.

Cas Smiley
Hmm, I tried another library too (pngj) and no luck there. I guess I'll just save it as a compressed byte array.

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