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 - Darmakwolf

Pages: [1] 2 3 ... 13
1
GLBasic - en / Re: Newbie questions
« on: 2013-May-30 »
Here you go, bro. (simple project attached)

I just realized you already solved your font issue. Happened to me the first time too. What got me was that it's smalfont, not smallfont. notice the one L... not sure what's up with that. Might have been a weird german to english thing going on. Anyway, I'd be glad to help if you need any examples of anything!

2
Off Topic / Taking leave
« on: 2013-May-10 »
Well all, it has been fun - GLBasic has been great, and I've done a lot of interesting things with it. I'm glad I could contribute what I could - but alas, I am nearing graduation and have to focus on "real world" programming (Not to offend anyone, but all of my career options require C/C#/Java/other languages.) I have found great success with C#.NET, and have a good chance at getting a programming analyst position at a local medical center - which makes use of C# frequently. I find C# to be extremely programmer-friendly, especially on the .NET platform - I've had no trouble at all switching over, since I already had a lot of classes covering C and C++. I wish you all the best of luck. I will be checking in from time to time to see what's new, but I won't likely post any new code. See ya around! :good:

3
Not had a chance to look at it yet, am doing battle with polyvectors at the moment. Besides it can't be as bad as my code lol

Lee

Sent from my HTC Wildfire using Tapatalk 2

EDIT:

Took a break for my polyvector battles to have a look at the code & all I can say is   :help:

A bit of indenting & some minor housework & the code will be good to go  =D
(I will have a bash at it later once my own war is sorted)

bahahaha. well, I never indent in GLBasic. I do in any other language. For some reason GLB code just comes to me easier in... scary confusing block form :)

4
Go ahead and say it... it looks like a 3 year old found a keyboard, doesn't it? ):

5
Beta Tests / Unusual Adventure - Full Source!
« on: 2013-Apr-27 »
I need to take a bit of a break, I worked a lot on this one. Attached is the full source code and media files required to make the thing run (Along with an executable if you don't wish to compile.) Included are two useless levels for editing or deleting. A good selection of SID tunes with proper composer credits are included. 90% of the SID tunes in the HVSC will work with the SID player my game uses. Feel free to mess with the code if you want - it needs some optimization.

Remember, here's how to use the editor:

* Left click to place a tile
* Right click to copy a tile
* Middle mouse to scroll through tiles
* Arrow keys to float Blobo around the level (Holding C speeds things up and makes him go through walls)
* X allows you to jump like you would when actually playing the level, making jump testing easy!
* Press Control (left control on the keyboard) to open the type chooser. Blocks can be solid or air. The third option is unimplemented.
* Press O or click the middle mouse button in to open the object chooser.
* K key holds blobo onto the nearest 32x32 tile
* S key sets the level's starting position. Put this up a ways so the view isn't below the bottom of the level!
* SPACE key saves the level.
* ESCAPE key goes back to the main menu, and saves first.
* M key opens a file dialog to select a tune for the level. It plays automatically.
* T key opens a file dialog to select a level the tile you're mousing over will teleport Blobo to. Use this as the end-of-level tile to take you to the next level.
* Press TAB to switch between object-editing and monster-editing.

Monster editing mode:
* Left click to place a monster
* Right click and drag to move a monster that has been placed
* Use the scroll wheel to select the next monster to place




In game: just use the arrow keys and X to jump. Simple as that!
Oh and hold F1 for an FPS display - gotta be sure you're getting that solid 60!


6
GLBasic - en / Re: Android Virtual Keyboard
« on: 2013-Apr-27 »
Maybe I need more coffee, but I don't see an attachment...  :noggin:

7
No problem! It only took me a few minutes to make anyhow. You can make new brushes with any image editor and saving it to the media folder.

I had an interesting idea though... I noticed painting like this relies on the user's smooth movements to make smooth lines... which are sometimes choppy. Perhaps I could simply calculate the change in the cursor's X and Y each frame, and loop through several times to paint the in-between coordinates creating a smoother arc.

8
After a lot of fun and headaches with the MEM* commands, some of which still need to be resolved, I finally got the basic ideas for a painting program to work.
There's still a lot of work to do, but this should serve as a sample of having some simple "painting" fun

Left mouse button to paint
Right mouse button to reset

Images uses in this sample are attached.

Hello backspace! I took the liberty of creating a dynamic brush system for you to sample. It does not use any of the mem commands, but it allows for a technically infinite number of brushes to be thrown into the media folder without having to update the code. You're more than welcome to use it, I was just bored. You use the mouse scroll wheel to change brushes. Added brushes just get named the next one up... brush6.bmp, brush7.bmp, etc.

9
Tried the latest version. Things are getting better :good:
Everything smooth on my end, win7 64b nvidea.

The jump movement still feels strange(but not bad), I think it could do with a more direct parabola movement.

I caught a bug I think, when on top of a stair, ye going in and out, the stair block got pasted over the player sprite for a couple frames.

Nice level!

Look, I appreciate your critiquing, but the jumping isn't going to change. Also it took me a while to figure out what you meant... the LADDER, right? not the "stair?" Yes it does appear in front of Blobo before you're on it. That will be fixed before release when I implement proper z-ordering of tiles.

10
11.322. I should compile it with 10 and see how that fares too. For me, it's fast and smooth as butter on 11 though :P

11
I'm enjoying the latest version posted & love the lvl.

I seem to be suffering some stuttering with the graphics occasionally but I would put that down to my PC & not your game as have noticed it on other posts & some projects of my own.

Keep up the good work Darmakwolf  :good:

Lee

Thanks Fuzzy! This is actually one of the most rendering intensive GLB apps I've made yet, so if your PC is sub-par then this is my one project likely to stutter... but I just ran it on an early 2000's Pentium IV running Windows XP and 512 MB RAM and it runs 60FPS like a champ :P

Try making a 64x32 tile map and seeing if it's smoother. The demo level there is 230+ tiles by 15. My PC lags on any map I make bigger than 256x128 - but that's HUGE. that's 8000 x 4000 pixels. Most maps can be 128x64 and be linked together with warps to ensure that lower-end PCs can handle it.

12
Nah, post away, I am sure its a good read Darmakwolf!   :)

Maybe my comments in the code where I get frustrated are worth a read. The code itself not so much. :P

13
Finaly had time to give it a go! It all feels very retro'ish, almost Gameboy'ish if you lowered the res and gave it a more green/high contrast hue. But overall it's a lot of fun, well done!  :good:

Glad you like it, Bigsofty! You wouldn't like the code, though - it's a scary looking 3800 lines...

14
Beta Tests / [Update] 4/21/2013
« on: 2013-Apr-21 »
New in this version:

Fixes to critical issues that happened under rare circumstances
Added ability to move already-placed enemies/entities (right click + drag in entity placement mode in the editor)
Added horizontally moving platforms (and built a whole level around them that's 253 tiles long!!)
Improved smoothness of scrolling by reducing the range of tiles to render off-screen

Warning: the included level is challenging  =D

Feel free to make your own levels and post them for people to try!

15
I haven't had chance to test later versions, but I enjoyed playing the first one. I really love the greyscale pixel look :)

I think the main character could be softened up a bit (it could be mistaken for a KKK follower!), but other than that it's a good start).

:)

I got a good laugh out of that! KKK follower... jeeze. Well I can't change the character - he's an old classic between my friends and I, but you're welcome to edit the sprite yourself  =D

Pages: [1] 2 3 ... 13