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  1. #1
    Quote Originally Posted by SuperMaximo93 View Post
    Another question, does a pause button count towards the eight button limit?
    This is a problem, but logical. A problem since it is a drawback to make a game that can't be paused. Should I give up some of the bonus points for that? Tricky.

  2. #2
    Co-Founder / PGD Elder WILL's Avatar
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    Quote Originally Posted by Ingemar View Post
    This is a problem, but logical. A problem since it is a drawback to make a game that can't be paused. Should I give up some of the bonus points for that? Tricky.
    Take into account the categories that your game is scored on too. A part of the scoring will be on effective use of controls as well.
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  3. #3
    You know, you can easily solve this problem by using a menu with a resume option.

  4. #4
    Co-Founder / PGD Elder WILL's Avatar
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    I guess I should note that the highest OpenGL my Mac supports is 2.1. I can only support some of the features of 3.0. I used GLview and it told me a few things. Such as 8196x8196 sized textures are A-OK on my iMac rig.
    Jason McMillen
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  5. #5
    Quote Originally Posted by WILL View Post
    I guess I should note that the highest OpenGL my Mac supports is 2.1. I can only support some of the features of 3.0. I used GLview and it told me a few things. Such as 8196x8196 sized textures are A-OK on my iMac rig.
    I hope that will change in 10.7, but for now we have to use 2.1. It is possible to code very 3-ish on 2.1 though.

  6. #6
    Co-Founder / PGD Elder WILL's Avatar
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    Well I can tell you that I am able to execute some buffering commands from 3, but it's only a small handful of functions.

    Actually, here is the full report...
    Attached Files Attached Files
    Jason McMillen
    Pascal Game Development
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  7. #7
    Quote Originally Posted by WILL View Post
    I guess I should note that the highest OpenGL my Mac supports is 2.1. I can only support some of the features of 3.0. I used GLview and it told me a few things. Such as 8196x8196 sized textures are A-OK on my iMac rig.
    What about your XP partition? I might be able to compile for Mac but I won't be able to test it (but one day... one day... )

  8. #8
    Co-Founder / PGD Elder WILL's Avatar
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    Quote Originally Posted by Ingemar View Post
    But not mouse-driven, right?
    Nope, no mouse.

    The 'PGDmC Entertainment System' doesn't support a mouse accessory at this time. And like the Wii U, will only come with 1 controller.

    Quote Originally Posted by SuperMaximo93 View Post
    What about your XP partition? I might be able to compile for Mac but I won't be able to test it (but one day... one day... )
    Well it can run games quite well for win32. I'm able to have a nice session of Age of Empires III on it without issue for example. And it's not really a partition as it's a VM running via Parallels 6 for Mac. I guess I should give GLview a run on it too, maybe after I get home from work.
    Jason McMillen
    Pascal Game Development
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  9. #9
    I just ran into a question. My game now includes a level editor, so I can interactively edit some aspects of the game (checkpoint placement, additions objects). The game itself, including game menus, is controlled by a bare minimum of controls, but the level editor uses a number of extra keys.

    My question: Do I need to disable the editor in order to qualify for the lower number of keys?

  10. #10
    Quote Originally Posted by Traveler View Post
    You know, you can easily solve this problem by using a menu with a resume option.
    But not mouse-driven, right?

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