Whilst TSetup isn't completely finished and thus could be regarded as alpha quality (not everything has been tested =D) , the majority of what it can do is complete and works...
Thus, I present TSetup, the program processing system that is designed to provide a framework for you to build your program around.
It is designed to handle resource loading (and reloading on screen change) and automatic display of sprite (text to do later on).
It is a module based - that is each section of a program (title screen, game over screen etc) has its own, unique set of functions which can only access other modules to a very limited degree. In addition, each module is event driven with various Onxxx functions being called when needed...
Files are loaded from fixed directory names.
Various debugging functions are also available, as well as text logging.
Version 000.001 - Initial Release
This post has Example 1 which shows a simple way of using BASIC to access the system
Another example, this time showing the capabilities of the standard text system.
You can align text left, right and middle (both horizontally and vertically). Text can have a background and text can flash too at a user-defined speed. Note that for some reason, the flashing text wont work when run directly from the RAR file, for some reason... I do have the same problem when run directly too - so may have to change how its done later on.
Hmmm, looks good, esp. for a Roguelike... now that's and idea! ;)
Glad you like it. Hopefully it'll help get more people interested in it - and to help save time!
In todays example, the program looks as viewports. By default multiple ones are already defined, ranging from full screen to 4 player split screen. Press SPACE to progress through them.
I just checked both examples.
Run perfectly and the whole project is a great idea.
Unfortunantly, I´m still too noob to work it out. :-[
I'm hoping to do a book or perhaps an online help system at some time... Probably the latter as that can be easily updated...
Once I've got the next few examples going, then we'll see...
Glad you like it though!
I test the 2 .exe , About the App you are doing something like an API or SDK for make things more quickly with GLBasic?¿, sorry I read sometiago the first post but I don't understand very well...
I read about a book, this will be very interesting, I take a look to the C++ code, and I understand something but I have a large way to learn whit C++, if you make the book, I think can be very interesting you teach a bit based in your code C++, I know you comment me sometime ago, there very good books of C++, the net it's full, but mixed whit GLbasic I think no one...
GLBasic it's very powerfull but I do some simple things whit C++, GLbasic pass from Great to Huge it's really impresive and fun mixing this 2 languajes...
The app very intersting and the book too... and thanks for the work I read you use waste more than 4 months for make the Library.
The idea of a framework is to make this as easy as possible for the user, plus it saves having to code lots of basic stuff...
Aha, I'm thinking too in make something similar but only for graphics... :good:
Mine is for all processing requirements :)
Here is one for sprites - showing the different handles available as well as fading (once SPACE is pressed).
I've now put the TSetup system on Google Code here : https://code.google.com/p/tsetup/
This way, I can put everything in one place.
Many thanks! :good:
No problem!
All the basic stuff is available - if people find it useful I want to add in the following :
A) 3D Object loading
B) Basic particle processing
C) Mappy intergration
D) Proportional font display
If people would like to donate (money), that'll be great!
Whilst writing a game with TSetup, I have found that the viewport system is rather too simplistic, and so is being upgraded.
Currently each viewport is processed and the current modules OnDisplayxxxx set of functions are called. This obviously has problems, especially with split screen games - it is hard to work out which viewport is currently being processed for one thing.
What I am now doing is is having multiple viewports (now called screens), each of which can have any number of unsorted layers (which replaces groups). Sprites & text can be added to these layers, which are displayed by the system automatically (as per groups), with the exception that the layered item will be directly accessable, rather than having to search for it, allowing for much faster access.
All objects will be affected by the screens alpha level as usual.
One layer can be added to multiple screens - update an item in this layer and all displays of it will be updated. This will make multi-player split screen games much more easier.
I'm also thinking of allowing a player item to to added to layers, which in turn calls the appropriate Onxxx subroutine (which would be seperate from the module's Onxxxx subroutines).
The system can now handle vector graphics. Unfortunately the format I now use isn't compatible with that used by my Vector Editor program (as I have simplified things).
In addition, a 2D particle system has also been added as well as the basis for proportional fonts.
Good stuff Mr T! :D
Unfortunately I'm working on some sub-contact stuff just now and I am really trying hard not to be distracted by having a play with your interesting library! :P
You need to put the important stuff first :)
It is now feature complete - have added Mappy loading and displaying routines (although collision/tile detection needs to be added).
Here is a quick video showing the tile mapping system displaying a map, fading the screen and vector graphics :
MrT you don't think in make an Editor for your code, something like Unity but using your lib?¿, I suppose this huge work will be of pay...
The logo it's very very cool.
The problem with RAD system's like Unity is that they limit your coding abilities - you have to do things their way which may not be the best or easiest way - or even what you want to do anyway!
To put it bluntly, RAD systems allow those without any preposition to programming to create things without understanding why, where, what.
Glad you like the splashscreen logo - that was my third revision.
This has item animations for angles, scaling and positioning now :
I need to update the loading system as each item is currently using over 192K due to how proportional font data is setup - this is quite unacceptable and should be cut down to hopefully just over 192K for proportional fonts and around 1K for everything apart from vectors.
Each area also has its own loading system, which needs to be merged into one system too.