Thanks! If you select, Copy MML, you can just paste it into a text file and edit it. Maybe I will make an MML file export in the future. ;)
Recent community posts
I'm a software developer looking to create an adventure game, Sierra style. Pixel or vector style is fine. I would like to create a Christmas adventure game but I don't know if anyone could keep up with me. I've been programming for about 20 years. I'm also an artist/animator but would like to work with someone who could work full time and keep up with me.
A short game would be nice to start and see how things go and then maybe a bigger project after that if all goes fine. I'm a fair minded person and would be willing to do a 50/50 split of the sales.
Must be experienced in character design, animation and scene layout.
Here's my website of some of my works, www.posemotion.com
Only serious inquiries please and post links to your work.
The two Windows 10 computers I bought from HP just a couple of years ago came with a 32-bit OS. The Windows 7 install CD is 32-bit as well. Funny thing is, all the processors are 64-bit. Microsoft probably just should of made Windows 10 64-bit only if that's the move everyone wants to make. I personally don't see the benefit of 64-bit unless you really need a lot of memory. Gaming, 4K editing, 3D rendering, and so forth. Anyways, it looks like 32-bit will still be around for a while if Microsoft is going to sell/distribute a 32-bit OS.
1.) Hmm. Not sure why it is freezing but I will look into compiling a 64 bit version.
2.) I'm not sure what programming language or game making app you're using but are you able to call on the DLL I've provided? It's available for download too.
A continue from my last post, in case you haven't read it yet. There is a trick you can do for pixel art. For instance. I can create a character and animate it in Moho (Anime Studio) and export it at a smaller size. I then import it in an app like Piskel and further edit it to a certain palette. Sometimes even reduce the frames than what was exported from Moho. There's a download version of Piskel on the website, so you don't have to use the online version.
I always use power of 2 sprites. So if you have a character, it could be 32x64. A square object may be 16x16. Power of 2 always use figures of: 8, 16, 32, 64, 128, etc. This helps reduce memory usage of the game, instead of the graphics card padding your sprites to the next power of 2. Which is just a waste of memory.
There's a lot more I could explain or teach you depending on what you already know or not. I've been programming for 17-18 or so years now.
It wouldn't be too advanced. I will be using a resolution of 320x180 that will be scaled by code to fit most, if not all widescreen monitors. I like limited palettes that only use 3 to 5 colors per sprite object. I have a 64 color palette that's really just based off the EGA standards that I like using. I code everything. No game making software is used. One of my ideas is to make a game that's similar to T&C Surf and California Games from the NES era. Are you familiar with those games?
It crashed the whole Mac for some reason. At least my whole screen went black and none of my keyboard keys functioned. So I had to use the power button. I know from my own programming experience that the code for OS X 10.7+ is different than 10.6 when creating fullscreen apps. Not many using 10.6, so I wouldn't worry much.
Woohoo! I'm now like my father and his father. :D
That was fun!
Runs on OS X 10.6.8 just fine but the fullscreen, F1 button, will crash my Mac. The fullscreen code/support probably relies on OS X 10.7 or better. OS X Snow Leopard uses a different method. I didn't try the gamepad support. ;)
I understand what you are saying. I'm actually a capable 2D and 3D artist. Plus animation too. Just wanted someone to work with so I could focus on code and the music. I've been around a long time and have completed many projects. Anyways... Maybe I'll just do this myself. Thanks for the response. ;)