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Messages - Wampus

#46
Pretty looking game.

No wonder Pandas are so fat.  :P
#47
That's an odd one. One thing you can do is to set the profiler to active when in debug mode. It will create a MS excel file in your game's app folder with a run down of how much time each of your functions takes. In the drop down menu you'll find it in Compiler -> Profiler -> Active.

Hopefully that should help you determine for sure which function is causing things to slow down.
#48
Quote from: Ocean on 2013-Oct-24
on another note: has anybody ever done vector fonts for GLB ?

Well, there is this routine to draw SVG and DXF objects with Polyvectors.
#49
Ian I wonder if putting all the media in a shoebox might a quick-ish way to get up and running.
#50
Oooh. That's great Qedo.

I wrote something to use GLBasic style fonts with kerning and justification using polyvector commands for speed but its basic. Your routine is wayyyy better. For sure source would be appreciated by me. Instruction too, if you have the time.
#51
For those that use TexturePacker, what format do you export to?

I've been exporting as Gideos format and using a small function to interpret the generated text file. I'm trying to write a custom exporter tonight because I want to be able to export allowing rotation and trimming while also having a simple file format to work with.
#52
Quote from: Darmakwolf on 2013-Oct-19
(I've modified it to actually have a menu though. normally it brings you to the horrid barney the dinosaur themed full-screen tile hell.)

Hahah! Good description.

I still don't want to run Win8 as anything but a VM and I bought received a couple of copies of Win7 for future builds so I won't have to. Even still, I do appreciate the new update.
#53
After testing I found using a ramdisk didn't speed things up at all for my setup. However, I'm not sure whether that was because of memory caching cleverness in Windows 7 or something similar. Getting a faster processor did help (as it surely should).
#54
Quote from: okee on 2013-Oct-14
Ok thanks guys
Was just checking out texturepacker and trying to see would it be of any advantage but
obviously not if i'm using drawsprite/drawanim, which i'm quite happy with.

If you ever did want to change to polyvectors, for speed and scaling flexibility, etc. you can retrofit your code to use polyvectors using functions that mimic the parameters used with drawsprite and drawanim. That way there is minimum disruption to your project(s).
#55
Roughly speaking its all Sine and Cosine co-ord rotation for working out the dimensions and angle of a single block and then drawn in strips from back to front using the calculations for the one block multiplied to work out how far up/down, left/right to place whatever block is being drawn.

If I was to do this again with a mind to making a possible game engine I would have made the code simpler to understand and use.
#56
I got Pixel Dungeon. Is fun, for a while. Bigsofty is right. Its a little bit too random and the random things that happen aren't varied enough to make it super-interesting.

Erico I don't play many games on Android but Triple Town and Catan have taken up quite a few hours of my time. Other than that I like emulators to play some old classics when I'm traveling by plane or ferry, etc.
#57
Off Topic / Re: metal slug
2013-Jul-30
Looks great. Never played it but seen plenty of screenshots, etc. I loved In The Hunt and I believe that was created by the same team of people Looks like Metal Slug is available as a collection for the PC. Cool.
#58
spacefractal, that second problem you mentioned, is that only in Windows too?
#59
That was fun. Has anyone not seen Micro Men?
#60
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)