I'm on windows 7 and have been using paint .NET so far.
However recently I've needed to scale some sprites up by 200% and paint .NET makes my sprite all
blurry so i have to go in and re color everything. So I'm wondering if there is a better way.
Search found 198 matches
- Tue Aug 17, 2010 6:23 pm
- Forum: Art, Music, and Design
- Topic: Good Sprite Application
- Replies: 13
- Views: 4026
- Sun Feb 21, 2010 10:38 pm
- Forum: Programming Discussion
- Topic: TTF memory vacuum
- Replies: 13
- Views: 892
Re: TTF memory vacuum
dani93 wrote: Because you use the same pointer for several surfaces you will need to free each of them, not only the last!
How?
- Sun Feb 21, 2010 3:38 pm
- Forum: Programming Discussion
- Topic: TTF memory vacuum
- Replies: 13
- Views: 892
Re: TTF memory vacuum
So I'm supposed to free the surfaces before the program quits?dani93 wrote:You render surfaces but you don't free the memory.
http://jcatki.no-ip.org:8080/SDL_ttf/SD ... html#SEC43
Quote of the most important part:The caller (you!) is responsible for freeing any returned surface.
- Sun Feb 21, 2010 3:07 pm
- Forum: Programming Discussion
- Topic: TTF memory vacuum
- Replies: 13
- Views: 892
Re: TTF memory vacuum
I had a problem like this once because every frame I was opening the font I was using and then not closing it. Can't say much else without seeing some code. void StateManager::DrawState() { if( state == MAIN_MENU ) { SDL_FillRect( screen, &screen->clip_rect, SDL_MapRGB( screen->format, 0, 0, 0 ...
- Sun Feb 21, 2010 9:35 am
- Forum: Programming Discussion
- Topic: TTF memory vacuum
- Replies: 13
- Views: 892
TTF memory vacuum
So my game has hit a stand still because when you run the program for like 5 seconds the memory goes to 100,000k of usage. it fluctuates alot but it's not a memory leak. A memory leak would only go up in a linear fashion right? Anyways I've heard that some people have this problem when rendering cha...
- Mon Feb 01, 2010 7:17 am
- Forum: Game Development
- Topic: TTF High Scores Dilema
- Replies: 6
- Views: 546
Re: TTF High Scores Dilema
EDIT: Well I tried it and it works now..... For some reason.
But how do I check whether a text file is empty or not?
And how do you add two strings together with a space added to separate them?
But how do I check whether a text file is empty or not?
And how do you add two strings together with a space added to separate them?
- Mon Feb 01, 2010 5:40 am
- Forum: Game Development
- Topic: TTF High Scores Dilema
- Replies: 6
- Views: 546
Re: TTF High Scores Dilema
Tried that already.
- Mon Feb 01, 2010 2:18 am
- Forum: Game Development
- Topic: TTF High Scores Dilema
- Replies: 6
- Views: 546
TTF High Scores Dilema
I'm currently working on a new project that I want to have a list of the top 5 high scores but ifstream objects seem to only be able to convert each line into a string. However to print it to the screen I need it to be a char * so I don't know what to do. And another more minor problem is that every...
- Sun Jan 10, 2010 2:23 pm
- Forum: Programming Discussion
- Topic: Button Class Not Drawing
- Replies: 7
- Views: 555
Re: Button Class Not Drawing
class Button { public: Button( int x, int y, int w, int h, bool fOver, bool fDown ); bool Check( SDL_Event event ); void Load( SDL_Surface *image ); SDL_Rect nextClip; private: bool overImage; bool downImage; bool isToggled; SDL_Surface *buttonImage; SDL_Surface *currentImage; int mouseX; int mouse...
- Sat Jan 09, 2010 6:17 pm
- Forum: Programming Discussion
- Topic: Button Class Not Drawing
- Replies: 7
- Views: 555
Re: Button Class Not Drawing
Do you mind posting your ApplySurface() function? Nope void ApplySurface( int x, int y, SDL_Surface* source, SDL_Surface* destination ) { //Make a temporary rectangle to hold the offsets SDL_Rect offset; //Give the offsets to the rectangle offset.x = x; offset.y = y; //Blit the surface SDL_BlitSurf...
- Sat Jan 09, 2010 5:33 pm
- Forum: Programming Discussion
- Topic: Button Class Not Drawing
- Replies: 7
- Views: 555
Button Class Not Drawing
class Button { public: Button( int x, int y, int w, int h, bool fOver, bool fDown ); bool Check( SDL_Event event, SDL_Surface *buffer ); void Load( SDL_Surface *image ); private: void Draw( int x, int y, SDL_Surface *screen, SDL_Rect clip ); bool overImage; bool downImage; SDL_Surface *buttonImage;...
- Sat Jan 02, 2010 7:51 pm
- Forum: Programming Discussion
- Topic: Collision Detection Problems
- Replies: 5
- Views: 929
Re: Collision Detection Problems
Well Actually the getting stuck on top thing was just me being a dumbass.
But I think I found an SDL library for collision so I'll see how that works.
But I think I found an SDL library for collision so I'll see how that works.
- Sat Dec 26, 2009 12:50 pm
- Forum: Programming Discussion
- Topic: Collision Detection Problems
- Replies: 5
- Views: 929
Collision Detection Problems
bool checkCollision( SDL_Rect A, SDL_Rect B ) { //The sides of the rectangles int leftA, leftB; int rightA, rightB; int topA, topB; int bottomA, bottomB; //Calculate the sides of rect A leftA = A.x; rightA = A.x + A.w; topA = A.y; bottomA = A.y + A.h; //Calculate the sides of rect B leftB = B.x; ri...
- Sat Dec 26, 2009 12:33 pm
- Forum: Game Development
- Topic: What projects are you currently working on?
- Replies: 500
- Views: 164200
Re: What projects are you currently working on?
Currently I'm working on a base engine for all projects to come. It's almost done, I just have to implement collision detection. But for some reason it goes all fluky.
- Thu Oct 15, 2009 12:05 pm
- Forum: Programming Discussion
- Topic: My library
- Replies: 12
- Views: 1040
Re: My library
The framelimiter calculates how much time each frame has to its disposal, if it doesn't utilize all that time the rest is put in a delay. Here you're just dividing the start time with the amount of frames that's been drawn, which makes no sense. You need to take the current ticks and subtract the t...