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  • Pablo 4:44 PM on 12 January 2013 Permalink | Reply  

    PHP Session with an Incomplete Object 

    Omg what a headache i got from this one…

    if you ever encountered yourself trying to retrieve an object from the session and got this message:

    object(__PHP_Incomplete_Class)#1 (2) { ["__PHP_Incomplete_Class_Name"]… etc

    That means that you started the session BEFORE including the class of the object that you have stored in the session, so php can’t find the class of the object.

    To solve this, simply make sure session_start() is called AFTER any include and after you register your custom autoloaders.


  • Pablo 11:18 AM on 31 December 2012 Permalink | Reply  

    Awesome Photoshop Pencil Brushes 

    Just want to share this brushes i found, they look very real in photoshop, like real pencils.

    1)  Pencil_Brush_by_Andantonius.abr  ( see the original link ) Perfect for sketching. Ideally using a small brush size.

    And this ones, are a set of many brushes, but the one i liked the most it’s called NagelSeries33_Chalk1 this is the link:

    2)  ( see original link ) Perfect for when you finish sketching and you want to draw the final lines, much harder pencil. You can use any size here, it looks good in any scale.



  • Pablo 10:56 PM on 28 December 2012 Permalink | Reply  

    Photoshop CS5: disable “Extras” on startup 

    Using Photoshop an anoying problem is having to click CTRL+H on startup because the “Extras” grid got enabled itself somehow… so solve this simply go to View->Show and disable all the grids enabled. This should solve the problem.

  • Pablo 2:34 PM on 7 December 2012 Permalink | Reply  

    The New Youtube Layout SUCKS ! 

    OMG the new youtube layout is not only horrible but it’s annoying!!! EWWWWWWW
    What the fuck are they thinking? if it’s not broken, dont fix it!

    • Some Guy 8:17 AM on 12 December 2012 Permalink | Reply

      They removed permalinks to comments, and this is the worst reason why I hate new layout.

      The shitty design is easily fixed by custom CSS.

    • rooster 11:22 PM on 19 December 2012 Permalink | Reply

      This is a bit off topic but have you thought about making a downloadable version of Days Of Blood? I tried downloading the swf of it to play offline but there is a blur in the center of it :(

      • Pablo 11:59 AM on 20 December 2012 Permalink | Reply

        Done, check the game’s post, i added 2 download links for mac and win. Let me know if they work!

    • rooster 12:09 AM on 21 December 2012 Permalink | Reply

      Thank you! You are freaking awesome :D Now I can play this great game if my internet is down. Are you planning to make a sequel to Days of Blood? If so, take your time with it so it can be as awesome as the first one :)

  • Pablo 8:12 AM on 6 December 2012 Permalink | Reply  

    Days Of Blood gets 1 Million Views 

    Today, checking at the stats of the game Days Of Bloods i saw that it finally got to the 1 million views mark!! :


    from arround the web (the game went viral on several webgames portals)  and

    4,089,089 plays

    from which the game was totally completed arround

    3,422 times

    which makes it a “hard game”. So far in it’s almost

    78 days

    since it was released.

    The review from the public has been great and people liked it a lot.

  • Pablo 12:37 AM on 25 October 2012 Permalink | Reply  

    A* Pathfinding in simple words 

    When you think in pathfinding, without knowing anything, the most simple algorithm you can think of to find a path form point A to point B from within a net of connected nodes is to walk every possible path until eventually you hit the destination, and then build the final path walking backwards.

    The A* algorithm does exactly that BUT it adds a layer of selective picking on top of that. How? By assigning a value to each node it gets and constantly analizing only the nodes with the smallest values first. This, eventually, produces the finding of the path without actually analizing the entire possible map, just the nodes most likely to be the correct ones.

    You feed this algorithm with two nodes, the origin and the destination. At this point, the algorithm is not aware of the entire map, there could be millions of nodes, but at this point we only know one: the origin.

    The cost of this node is cero, obviously, we are there. From this point, we start collecting nodes, starting with all the nodes connected with the origin node (it’s neighbours), and while doing that we assign a value to each node and add them to a list of “nodes to check”, removing the origin node form this list since we already checked it, and move on to the next node in the list which now has new nodes added. Now, before selecting another node from the list, we first sort it, from the least to the highest node’s vales. And then pick the node with the smallest value and repeat the process basically.

    So if you removed that “value assigning and sorting” part, what the algorithm does is picking nodes, and adding it’s neighbours to a list, and repeating until there’s no more neighbours or the target was found. This is how you step by step cover the entire map of nodes.

    The key of the algorithm is the selective picking on top of that simple process, which makes it find the closest paths. If you always pick the most likely to be the closest node, you will end up finding the path faster, and even before analizing the entire map of nodes!

    For more info read this tutorial which i think it’s the best one arround:

  • Pablo 10:22 PM on 22 October 2012 Permalink | Reply  

    Room Test Demo 

    Ok, so following David Jone’s suggestion ;) i decided to build a little demo of the room.

    It’s modeled in Blender 2.63 and textures are from the game Return To Castle Wolfenstein.

    Lights are baked into the textures. I removed the smoothing intentionally to give it an old-school / playstation 1 kind of look (good times…)

    And yes, it’s a little dark… it’s suposed to be that way to generate a “scary” feel…

    WARNING: no preloader, the file is about 2.5MB in size. Wait for it to load. Click below to open.

    Click to open demo – Flash Player 11 required.

  • Pablo 12:21 PM on 20 October 2012 Permalink | Reply  

    Blender to Alternativa3D note 

    When you scale/rotate an object in Blender (not inside edit mode), before exporting you should click CTRL+A to “reset” the object’s transformation and making it the “default” transformation. Also, when you do that, also reset the object’s normal, by selecting all the faces and CTRL+N.

    If you dont do this, you MIGHT notice issues like faces looking in the wrong direction or the object being distorted in weird ways.

    So in resume, when you get your object ready to export:

    1. CTRL+A reset transformation: Rotation & Scale.
    2. CTRL+N: inside edit mode, select all the faces, and click this to recalculate all the normals.

    And that should do the trick.

  • Pablo 9:30 PM on 19 October 2012 Permalink | Reply  

    Room Test 

    Here is a screenshot of the room of a level i plan to do for an Alternativa3d Game. It’s based on the game Return to castle wolfenstein, i took the textures from that game and based this scene in the first room of the game with some additions.

    This is a simple render, without any shadows which will make it look better.

    I dont know if i will finish this proyect at all, but it’s a good learning experience for sure.

    • David Jones 7:41 PM on 22 October 2012 Permalink | Reply

      nice it looks cool, you should throw up a little demo or something

      • Pablo 10:24 PM on 22 October 2012 Permalink | Reply

        Done, check out my last entry. I was giving up on that room, if it wasn’t for your comment i would probably never had ported it into Alternativa3d ;D

  • Pablo 10:57 AM on 13 October 2012 Permalink | Reply  

    Alternativa3d 8 Forest (work in progress) 

    I’m trying to make a forest in alternativa3d with los polygon techniques. So far i created 1 type of tree and multiplied several times changing position and rotation. I will have to do 2 or 3 more types of trees and several other objects until i finish, but so far is looking decent…

    The only 3d body is the trunk, the rest are planes with textures with opacityMaps (the branches). I think that after i finish with the modeling, the addition of normal maps will make the forest look much better.


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