Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Wampus

Pages: [1] 2 3 ... 62
1
Announcements / Re: GLBasic V11 public beta
« on: 2013-Jun-14 »
spacefractal, that second problem you mentioned, is that only in Windows too?

2
That was fun. Has anyone not seen Micro Men?

3
Announcements / Re: GLBasic V11 public beta
« on: 2013-Jun-14 »
The HTML5 side of things is getting exciting. Has anyone put up any live browser games yet?

Couple of tests below I did this evening:-

A test of the isometric code thingy. Got this working in Firefox on Nexus 7 too!

PowFish in a browser. (warning: big download and takes some time to initialise so be patient)

4
Impressive.

X Void is my first program and my first programming experience in general. I started 4 weeks ago after watching a youtube turorial.

:-[ First program? Most people's first program accomplishes little more than not crashing, if they're lucky.

You'll be creating singularity AI in no time.

5
You could try this: http://www.glbasic.com/forum/index.php?topic=9023.0

It doesn't use SOUNDPLAYING. Instead it reads the length of the sound from the WAV file and times how long until it needs to repeat by reading GETTIMERALL(). It should fix the problem. If it doesn't then something unusual is happening, like sound being played back at a different rate.

6
Oooh, those 3D tracks look great. Also, drawing so many tiles in 3D is bound to be slower than drawing a nicely crafted track like in the posts by siatek and mentalthink. The polygon count would be so much lower.

Slydog, reducing the triangles drawn by splitting the map into trunks would be much quicker. I still want to animated tiles though, which would be a pain if I had to store so much in memory. For example, lava that has 6 frames of animation would require just 6 16x16 tiles if I stick to a 128x128 tile map. If I drew the map in chunks then I would still need to keep each chunk stored 6 times for the overall lava effect, which amounts to 6 2048x2048 textures.

I am probably going to be lame and stick to the 128x128 tiles thing, without 3D track drawing or stuff like that. I would make things look that much nicer, if I wasn't in such a rush.  :'(

7
A huge 2048x2048 texture with changing texture co-ords would work and almost certainly be faster, only I like the idea of having tiles in order to animate water, lava or anything that could be animated on a tile by tile basis.

The other thing is, if the large texture was done using a 4 noded polyvector I think it would have affine texture mapping. This is what I mean:-



The middle example shows what I think would happen.

8
Off Topic / Re: minecraft player here ?
« on: 2013-Apr-13 »
Marmor that sounds interesting. What kind of draw distance are you thinking of?

9
I don't know if its due to childhood nostalgia goggles but I liked the battle mode on the first SNES Mario Kart more than the later games. I'll be happy if I can capture some of how much fun that was while also adding a few extra things that hopefully don't break the gameplay.

And yah, not mode 7. Only made to look like it. :)

Because its real 3D its expensive. The track map is comprised of 16,384 tiles (128 by 128 map size). Drawing all that brings the framerate down from the optimum on older PCs. The area outside the track also has to be drawn for a large distance too, otherwise empty spaces show up near the horizon. I'm using Kanonet's libSPRITE routines for the billboard sprites and the track map itself. Its very handy.

Ambitiously it would be nice with box2d and net multiplayer.

I would love to make use of networked multiplayer. Box2D too. The trouble, as it usually is for all of us, is about the amount of time I can give this. It would take me too long to put together a decent routine for lag compensation. With the physics it will be faster to write a simple simulation myself rather than tweak Box2D, though I have a nice physics editor that can export to Box2D. Hmm.

10
I've been playing and with some help from Kanonet with OpenGL, came up with this...

<a href="http://www.youtube.com/watch?v=xDhgDkJfJak" target="_blank">http://www.youtube.com/watch?v=xDhgDkJfJak</a>

It has no physics except the bare minimum for kart movement. I want to make a small battle-mode game for 1GAM. It won't be very ambitious and won't use a fancy physics library. However, if its useful at all I can post the source code of the final game.

11
Announcements / Re: Hamster VS Hellcat
« on: 2013-Apr-10 »
Hah. That is actually a fascinating video. Never occurred to me that wheels on a car might have to be driven by the engine at different speeds.

12
2D-snippets / Re: Isometric Engine IsoGL
« on: 2013-Apr-10 »
Can't get this to compile (yet). Will have a quick look as to why.

What problems have you been having with collision?

EDIT: Ok I got it to compile. Just a problem with TYPE declaration. In mio.bas I changed line 33 from "TYPE actor" to "TYPE actorit" and line 91 from "GLOBAL actor AS actor" to "GLOBAL actor AS actorit".

Nice looking engine. I noticed I can push objects with my player character in one direction but not the other. Is that an issue you were having? Also pushing an object until it reaches the boundary of the room goes into an infinite loop.

13
What a great bit of code. Vector sprites and fonts in GLBasic  :good:

It wouldn't be too much of a job to add scaling, rotation and other transformations. Good to know this is here.

14
Oh, had an idea similar to this and ran into trouble with it. Click here to see the thread ( TLDR Drawing so many tiles was very slow )

While writing Porcupop I found a way to fix the slowness issue. If you need a routine to draw the tiled map very fast I could write something to do that and others could dissect and use it how ever they want.

15
GLBasic - en / Re: Problem with Polyvector
« on: 2013-Apr-09 »
This looks fixed but I wanted to add an additional comment. In bigosfty's example there is an alternative to taking 1 pixel off the width and height off the texture co-ordinates. Extrude the original tile/sprite edges by 1 to 2 pixels instead, but have the texture co-ordinates set to the original tile/sprite size. So, if a tile/sprite is 64x64 large, then the new tile/sprite would be 66x66 large with the top left corner of the texture starting at 1,1 and ending at 65,65. Does that make sense? Doing this manually in a paint program is a bit of a pain but you could automate the process or use something like Texture Packer. Incidentally, doing this will also get rid of the edge artifacts even without having to modify the default OpenGL texture parameters in GLBasic.

EDIT: I added an attachment example. Its the same code and image from tile.rar although I've changed a couple of things:-

1) I extruded the edges of 1.png by 2 pixels each edge so that the original texture of 200x200 is now 204x204. If you look in the Media folder you should find the original 1.png sprite and the new one called 2.png

2) To reflect the extruded edges the drawing code is now...

      sx = 200
      sy = 200

      ...

      POLYVECTOR x1,y1,2,2,color
      POLYVECTOR x1,y1+y2,2,sy+2,color
      POLYVECTOR x1+x2,y1+y2,sx+2,sy+2,color
      POLYVECTOR x1+x2,y1,sx+2,2,color

Instead of

      GETSPRITESIZE num, sx, sy

      ...

      POLYVECTOR x1,y1,0,0,color
      POLYVECTOR x1,y1+y2,0,sy,color
      POLYVECTOR x1+x2,y1+y2,sx,sy,color
      POLYVECTOR x1+x2,y1,sx,0,color

Obviously it wouldn't be right to hard code the texture coordinates this way for each sprite. For the purposes of the example its ok though.

Pages: [1] 2 3 ... 62