GUI Library for VS2005 - General Questions and Answers

Hi,
i'm wondering if there is a nice library or a set of extended mfc classes for mobile developing. e.g i like the buttons of the htc touch diamond. is there a chance to reuse them in my c++ project, or do i have to ownerdraw a cbutton?
there are a lot of cool application with nice controls and transparency lie s2v, s2u2, opera mobile.... do they all all reinvent the wheel or do they use a library?

reinvent the wheel my friend........
you can use their graphics with their permission though.

anyone want to share his extended controls?

Related

WM6 Remote Desktop Client

See: http://forum.xda-developers.com/showthread.php?t=292895
I use fakecursor as virtual mouse pointer, prolly Sphelper will be better.
Anyhow, I can access my Win XP desktop just fine. There's just a little prob with the keyboard which seems in permanent numlock state.
Is there a solution for that other than poking in the keyboard translation tables supplied with the .cab ?
Can you run any games off of that when you're in remote desktop, like say launch Counter Strike or something ? Theoretically it should be possible, right ?
Theoretically yes, but if you think you can actually play the game ("Remote Play") forget it. I mean you can perhaps start & stop (although stopping may not be that easy)
I use it to control my TV tuner application to zap channels which I'm streaming to my S710 and PSP.
Hi,
When I use the wm6 remote desktop client my keyboard does not function.
Is there a solution for this ?
fakecursor for PDA works on S710 also?

How do I add TouchScreen controls to a game?

I just purchased a Windows Mobile version of Age of Empires III. I tried to play it and realized that it has no touchscreen support. I've got a HTC Touch Diamond, so this basically makes the game unplayable. So I'm wondering how I can add TouchScreen controls to this game.
Are there any programs that I can use to open the files in the .cab file and program in the controls?
Also, the game shows up very small. Is there anything that I can do to change the native resolution of the game?
I realize that the solution to these issues might be complicated and time consuming, but I'm willing to put in the effort with a little guidance. I would appreciate any input...

emulators which work with TG-01

hi all,
i have spent hours scouring the forums ranging from the classy htc diamond ( which i loved btw) to the experia x1 (which is also cool) trying to find a good emulator for nes/snes games which support touchscreen, wvga, and the tg01's lack of hard buttons.
if anyone has any ideas or links or anything so we can all get a great emu working for the 1ghz hand sized tv screen then brilliant.
****************************************
dont think im being a console-ist by only asking for nes/snes but the idea of playing ps1 games on this beast with no hard buttons doesnt exactly thrill me to bits, but if you want to share your findings with everyone then feel free
****************************************
Play Station Emulator good? ^_^
There you go:
http://www.fpsece.net/
Just Google:
PSX /PS1 ISOs to get the games =)
Link for videos:
http://www.youtube.com/results?search_query=fpsece+1.0+tg01&search_type=&aq=f
morphgear is best snes emu but like you say with no buttons or multitouch emus are only really good for rpgs which is fine for me, fpsece is best emu out.
i would have thought we would have fullspeed/sound snes considering you can for psx but you cant.
neway if you get morphgear for hd2 and dreeds mulitouchpad for the best experience for snes, and you have to use the virtual mouse thing (slide finger up over strip bit on tg01) to be able to click on the settings
I guess what we really need is a touchscreen hook that will capture slide events and fire the appropriate cursor keys whilst in specific apps. Is there anything like that already?
wel i had a think about it and we need to make a touch screen keyboard with the typical up, down,left,rihtt and a,b,c buttons and map them to keys such as the wasd configuration. we could invoke the keyboad to pop up with a reg key or something to piggyback on the emu to rocess.
im not a programmer so i have no idea how to make this happen but will help with graphics if anone wants to try.
paroariax said:
I guess what we really need is a touchscreen hook Is there anything like that already?
Click to expand...
Click to collapse
unless i am misunderstanding what you mean then this is already programed into fpsece and morphgear (using dreeds pad).
eg press circle button and slide finger up = up and circle.
i cant see and better improvements to fake multitouch happening, sorry if ive misunderstood u tho
if this pic come sup then brilliant, this is what i would like personally.
a proper nes pad layout linked to the virtual keypad so i can play pokemon games and such ( please dont mug off pokemon games, for a turn based rpg its pretty good)
there must be a way to link this to an emu
i am willing to help anyone with anything they need to make this work
also....
on a side note, any way to speed up the screen rotation, from what i understand, the os asks the g-sensor what state its in then adjusts accordingly. where as on other phones the g-sensor tells the os what its doing. can we speed up the refresh on this or is it a no go for now?
Just wondering if anyone has got mario rpg on the snes working via morphgear on there phone. For me i can either crash after the opening screens, where u press start to start game, or after a little bit into the game. When it does work it takes about 5 sec's to load each battle, frustrating.
Can i play games FPSCE with this device?
http://cgi.ebay.com/Mini-Bluetooth-...em&pt=PCA_Mice_Trackballs&hash=item2eadc504c6
@above not sure but you can just use a dualshock 3

Morphgear - Landscape Skins (Help)

Ok, so i have searched high and low for a GBA Landscape skin that supports Multitouch.
So I am wondering if it is possible for someone to create a landscape skin for GBA. And would it be possible for it to be seen over the game and partially transparent similar to FPSece?
If not, just a standard landscape skin would be nice. Unless you have a link to a thread that would be much appreciated.
Thanks!
When you use the HD2 ver from morphgear, every gamepad will support multitouch. But due to the alignment problems of our touchscreen, most of the gamepads will not work properly. And they will always be shown behind the game...
Due to this limitations I decided to develop a generic mt gamepad, which can be used in every app (morphgear, fpsece, etc.) and which hides the auto alignment effect: LMT
http://forum.xda-developers.com/showthread.php?t=629263
You can try out this. Unfortunately there isn't a gba pad, but there is a snes pad which have the buttons on a gba and 2 extra These pads works 100% with multitouch

Game development on Linux!

Want to write games on Linux? I do! Here's how to hit the ground running.
This post is a (non-exhaustive) overview of the tools available on Linux, just to show that it is possible to use Linux at every step of the game development process. It's the first blog post of what will be a multi-part series on getting going with indie video game development on Linux.
Linux Gaming: The Golden Age
Once upon a time, the words "Linux" and "games" rarely went together. Linux came in dead last as a viable gaming platform. Of course, over the last few years this has completely changed.
The same story could be told for game development on Linux -- while there have always been a litany of free software graphics engines, the modern indie dev scene tends to shy away from this more "DIY" approach and go for the "batteries-included" game engines. Well, the good news is these, too, are making their Linux debut, and so us Linux nerds now have a glut of options available for making games.
All software I suggest here is free software, and almost all should be available in your repo (e.g. Ubuntu Software Center) for free. I'll go over all the options, and the reasoning for the choices I made.
-------+++---------------++----+-------
Top engine choices for Linux game dev
Non-free: Unreal Engine 4, Unity 3D
Free game engines: Godot, Atomic Game Engine, Torque1
Free 3D graphics engines: Ogre 3D, Irrlicht, libGDX, three.js2
Free 2D graphics engines: LÖVE, Cocos 2D, pixi.js2
1: Has non-free tools
2: For browser-based games
---------+-+------------++++------------++--
There are already tons of articles comparing the two most popular game engines available, both of which have native linux versions, so I won't waste your time with that. Instead, I'll quickly go over the reasons I didn't go with either, but instead went with the Godot Engine.
Versus this proprietary competition, the most obvious advantage is licensing: Godot costs nothing, and I own 100% whatever I make with it, no legalese-thinking required. Similarly, no vendor lock-in. I don't want my game-making business dependent on a corporation that can legally pull the rug out from under me, either through new licensing restrictions, closing off their editor from my platform, or just making controversial decisions and cutting off support for old features that I depend on. I may seem too severe, but I for one have been burned too many times to go down that route again.
Licensing aside, I also simply prefer its approach to scene structure, terse scripting language, light-weight distributable (30MB for the entire thing!), extensible C++ source code (so I will never encounter a brick-wall that can't be broken), and, well, free software ethos: as community-driven software, it keeps the "indie" in "indie game dev"!
2D Graphics: Inkscape, GIMP, Krita
Linux has everything you need for 2D graphics for game development. These tools are useful for building everything from UI elements, painting assets in 2D games, or creating textures for 3D games.
Inkscape is my favorite vector editor. That basically means you deal with "lines and shapes" as opposed to pixels. If you are creating scalable, clean, sharp images based on shapes, this is the way to go.
GIMP is a raster image editor, great for manipulating photographs or tweaking textures. If you haven't used it in a while, you should: It's recently caught up with proper built-in layer folders, a PS-like single window interface, and improved text tool.
Krita is a popular and powerful tool for digital artwork.
3D Graphics: Blender
Under Linux, there is really one way to go for 3D graphics, and fortunately it's a great way: Blender. Although dauntingly complex, it's one of the most popular 3D creation suites available, and integrates excellently with engines like Godot. Personally, I'm a noob at 3D modeling ("UV mapping, y u no work"), but I do know that Blender is pretty dang powerful in the right hands, being used for everything from 3D-animated movies, to level editing. The canonical use of Blender is for creating and texturing 3D models to be imported into your game engine.
If for whatever reason Blender isn't your thing (and you're willing to fork over quadruple digits of cash, yikes), the old industry standard of Maya also has a native Linux version, as does Modo.
Sound effects: Audacity
Despite its out-dated interface, Audacity remains a solid option for recording and editing little sound effects. This has built-in OGG and WAV support, and so it plays very nicely with Godot.
Music: Ardour, LMMS, KXStudio
If you haven't looked into this in a while, you might be surprised at how far Linux audio has gotten. If you are intending to write your own music for your game, you can do quite well with Linux.
If you want to throw together some catchy video game tunes or retro sound-effects, LMMS has you covered, with dozens of built in instruments (including retro synthesizers) and pre-packaged samples. It has a shallow learning curve, so you'll definitely be able to create, well, "something" right away.
Ardour is a "pro-tier" DAW and sequencer. It has both built in MIDI and raster sound support, hosts VSTi and other instruments, and sports non-destructive NLE, basically everything you'd expect. If you want to record and mix a track, or delve a little deeper into music production, it's worth checking out.
It's worth mentioning that a few popular proprietary DAW's have native Linux support also, such as BitWig studio.
For Linux audio, I highly recommend getting this software (and a lot more goodies) via the KXStudio repos. These guys are awesome, they've put together a bigger and more recent selection of audio software than most standard repos. I also recommend that you consider the approach of having a dedicated partition just for music production. If you want to get set up with this, check out my other article: getting started with music production on Linux.
Everything else
Version Control: It cannot be stressed enough... use version control! This keeps you from losing work to mistakes, and makes collaboration much, much easier. While Git (esp. with LFS for game assets), might be the most popular, some prefer Mercurial.
Text editor: Sometimes you'll need to dig into source code or scene files without the use of the IDE. There are a crazy number of high-quality text-editors for Linux, so even pre-installed options (e.g., gedit) are vastly superior to Mac/Windows counter-parts. Personally, I use vim for all my coding and text editing. It has a very steep learning curve, so if you are interested, be prepared to sink a lot of time into it!
Video editor: For editing your trailer, OpenShot is a solid choice
Enter the penguin army
Perhaps for the first time, top-notch tools for authoring everything from game code to graphics to sound on Linux are here! Although I'm new to full-time game development, I have been working on game and audio projects (both on Linux and Windows) for 15+ years now, and today the offerings have never been better.
Do you write games on Linux, or are considering it? Do you prefer other tools? I'd love to hear in the comments!
SOURCE # http://michaelb.org

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