Friday, December 12, 2008
IDC Xmas Game 2008 finished
The game is about celebrating the next Christmas by giving Greeting cards to the IDC Binus staff within 30 seconds. Be sure to make it in time! Enjoy the game and Merry Christmas ho ho ho..
visit http://www.herusan.com/xmas to try the game! ho ho ho
Monday, October 13, 2008
Simple Flash Game Creation Tutorial
http://www.geocities.com/herrudarmadi/Flash_gaming_hd_08.pdf
http://www.geocities.com/herrudarmadi/apple.swf
Thursday, September 25, 2008
Friday, September 12, 2008
Kendo Boy 3D pre-alpha version
Here's some screenshots:
Host Game Menu
Join/Challenge Menu
Loading the game
before the game started
well the game started, start typing!!!
to play the game you can download it from here : http://rapidshare.com/files/144690045/kendoboyinstaller.msi
Monday, September 1, 2008
Kendo Boy 3D
Yesterday, i started to create this kendo boy game. Based on 2d flash game kendo boy developed by HIMTI BINUS. The game is overall 40% done and the gameplay is similiar with the 2d version, but with multiplayer (2 player) via LAN can battle their speed typing skill here.
well this is the screenshot for the main menu
Monday, August 25, 2008
My first XNA very simple game - space shooting
my first xna very simple game - space shooting, adopting from Beginning XNA game programming 2.0 with some modification on chapter 3.
here's the code http://www.geocities.com/herrudarmadi/WindowsGame1.zip feel free to modify and do some trial error
Sunday, August 17, 2008
Happy Independence Day Indonesia 17-08-2008
Thursday, August 7, 2008
Game Progress... till 070808
Thursday, July 24, 2008
Watermark for TGE
Sometimes you dont want your engine used by other, so why dont use watermark ?
add this snippet to your engine/gui/core/guicanvas.cc on void GuiCanvas::renderFrame(bool preRenderOnly, bool bufferSwap /* = true */) exactly after
if (cursorON && mouseCursor && mShowCursor)
{
Point2I pos((S32)cursorPt.x, (S32)cursorPt.y);
Point2I spot = mouseCursor->getHotSpot();
pos -= spot;
mouseCursor->render(pos);
}
This is the code, and after adding this you should rebuild the engine.
// enable/disable watermark ?
bool WT = true;
if(WT)
{
// get the default profile for text
GuiControlProfile *mtProfile;
mtProfile = NULL;
// Ok lets check to see if that worked
if( !mtProfile ) {
SimObject *obj = Sim::findObject( "GuiDefaultProfile" );
if( obj )
mtProfile = dynamic_cast(obj);
else
return;
}
if(mtProfile)
{
// changed the text into your watermark text
const char* wtText = "TGE Licenced HD";
ColorF mForegroundColor;
mForegroundColor.set( 1, 1, 1, 1 );
ColorI mFillColor;
//Vars used:
//Screensize (for position check)
//Offset to get position of cursor
//textBounds for text extent.
Point2I offset;
Point2I textBounds;
S32 textWidth = mtProfile->mFont->getStrWidth(renderTip);
//Create text bounds.
textBounds.x = textWidth+8;
textBounds.y = mtProfile->mFont->getHeight() + 4;
//Offset below cursor image
offset.y = size.y - textBounds.y - 10;
offset.x = size.x - textBounds.x - 10;
// Set rectangle for the box, and set the clip rectangle.
RectI rect(offset, textBounds);
dglSetClipRect(rect);
mFillColor.set(0,0,0,255);
dglDrawRectFill(rect, mFillColor);
mFillColor.set(255,255,255,255);
dglDrawRect( rect, mFillColor );
// Draw the text centered in the tool tip box
dglSetBitmapModulation( mForegroundColor );
Point2I start;
start.set( ( textBounds.x - textWidth) / 2, ( textBounds.y - mtProfile->mFont->getHeight() ) / 2 );
dglDrawText( mtProfile->mFont, start + offset, wtText, mtProfile->mFontColors );
dglClearBitmapModulation();
// end hd watermark
}
// free the pointer ?
mtProfile = NULL;
}
Wednesday, July 16, 2008
Intel Laptop Gaming TDK API Implementation on your game
Of course we can use this API on other game engines or maybe our self made game engine. This API is available for free from Intel, you can donwload it here http://softwarecommunity.intel.com/articles/eng/1017.htm and install it on your PC. You can see the methods you can call from this API in the IntelLaptopGamingTDK.h
This is a sample source code I've made just to try the features.
#include "StdAfx.h"
#include "Testing.h"
#include "IntelGamingTDKAPI.h"
#define _CRTDBG_MAP_ALLOC
#include
#include
#include
#include
using namespace std;
#ifdef _DEBUG
#define SET_CRT_DEBUG_FIELD(a) \
_CrtSetDbgFlag((a) _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG))
#define CLEAR_CRT_DEBUG_FIELD(a) \
_CrtSetDbgFlag(~(a) & _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG))
#else
#define SET_CRT_DEBUG_FIELD(a) ((void) 0)
#define CLEAR_CRT_DEBUG_FIELD(a) ((void) 0)
#endif
Testing::Testing(void)
{
Feature();
}
void Testing::Feature()
{
IntelLaptopGamingTDKInterface *IGT = IntelLaptopGamingTDKInterface::GetTDKInterface();
if(!IGT)
return;
/**
* Is this a laptop ??
*/
cout << "\nIS LAPTOP ? " <<>IsLaptop();
/**
* Get number of core on per physical processor
*/
cout << "\nCPU CORE ? " <<>GetNumCoresPerProcessor();
/**
* Get total number of processors as seen by OS
*/
cout << "\nCPU COUNT ? " <GetNumProcessors();
// and just try the other methods..
// Memory leaks checking
// 6 mem leaks because pointers on heap aren't deleted till function
// exits. We call this function before the pointers go out of scope.
_CrtDumpMemoryLeaks();
}
Testing::~Testing(void)
{
}
I use VC 2005 for the compiler.
Following are the steps to compile your code using this API.
- Go to project properties
- In the configuration properties > C++ @ the additional include directory, point to your directory where u put the headers and IntelLaptopGaming.lib
- In the configuration properties > Linker @ the additional include directory, point to your directory where u put the headers and IntelLaptopGaming.lib
- In the configuration properties > Linker > Input @ the additional dependency type IntelLaptopGaming.lib
- Copy your IntelLaptopGaming.dll to your exe output directory (the dll depends on your OS if u use vista copy dll for vista, if u use xp copy dll for xp)
- Compile, build, and RUN.
Have fun and cheers.
Monday, July 7, 2008
My second resource @ GG for Torque Game Engine :: Grow and Shrink GUI
Here's the link to the complete resource and comments
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=15018
And this is the result when applying the resource
Cheers!
Sunday, July 6, 2008
Multiplayer Gaming and Engine Coding for the Torque Game Engine
Saturday, June 28, 2008
My 3D Office Day 4-5
Added 3d sound emitter, particle emitter for sound notes, and snow precipitation.
Hey the TGE Elf dancing on the set by diana krall song lets fall in love,
Enjoy!
Thursday, June 26, 2008
Wednesday, June 25, 2008
My 3D Office day 1 & 2
Day 2 changed lcd to crt monitors :D added some IFL(Image File Lists) animation for the screens. added chairs and put some pc's on the tables. and make the scene more toonish using outline mod.
Hehe cant wait till tomorrow !!
Monday, June 23, 2008
my newest 3d simple model + skinned by FRP
3D art made by a programmer @.@
Modelling using Milkshape 3d
Texture using Photoshop cs3
Model Statistics:
- Vertices: 90
- Triangles: 156
Veeery low poly !!!
Wednesday, June 4, 2008
SCRATCH : Even kids can make game now !
Here i'll show u the blocks
The learning curve is quite fast and easy if u know basics of algorithm or how it works, it looks very similiar to pseudocode ^^ for makin a program. I managed to learn and create a simple game in an hour. Here's some screenshot
The game is really simple, the cat is movin up and down (randomly) and we must save the mouse ?? hehe by pressing the space button at the right time !
u should try it !! because even a kid can make a game using SCRATCH ^^
next post i'll give you direction about how to use this software ^^.
Tuesday, February 5, 2008
Character Building (CB112) Course in a Game ?
It'll be look like this.. (maybe)
FYI : before giving comment to the arts, this is programmer's art (i made it myself). please note that hahaha..