Search found 26 matches

by DistortedLance
Sat Jul 27, 2013 4:35 pm
Forum: Art, Music, and Design
Topic: Elysian Shadows Art stream
Replies: 5
Views: 8898

Re: Elysian Shadows Art stream

dandymcgee wrote:Really? 'Cus I think it would be just Imrooniel!
I'm not sure how I feel about this -_-;;
by DistortedLance
Thu May 16, 2013 1:02 pm
Forum: Game Development
Topic: What projects are you currently working on?
Replies: 500
Views: 186438

Re: What projects are you currently working on?

Falco, you're fired. DistortedLance will be taking over the next AiGD. I've been working on a level editor of sorts (Qt/C++), and I think I'm far along enough to post something about it: http://i.imgur.com/27TTnyC.png There are four tile layers (two for terrain and two for objects), as well as Coll...
by DistortedLance
Thu May 02, 2013 7:10 pm
Forum: Programming Discussion
Topic: The Secret that is OpenGL - Getting Started/Resources
Replies: 22
Views: 13283

Re: The Secret that is OpenGL

There are several useful (though somewhat annoying to find) resources on learning modern OpenGL (that is, using vertex array objects and shaders without any of the fixed functional pipeline) if you're only interested in the newer stuff - support is pretty ubiquitous, considering OpenGL 2.1 with some...
by DistortedLance
Tue Apr 23, 2013 7:23 pm
Forum: Game Development
Topic: What projects are you currently working on?
Replies: 500
Views: 186438

Re: What projects are you currently working on?

I've been working on a level editor of sorts (Qt/C++), and I think I'm far along enough to post something about it: http://i.imgur.com/27TTnyC.png There are four tile layers (two for terrain and two for objects), as well as Collision and Entity layers (although entities are not implemented yet). You...
by DistortedLance
Wed Apr 03, 2013 11:03 pm
Forum: Game Development
Topic: Overworld Exploration Implementations - Your thoughts?
Replies: 18
Views: 11407

Re: Overworld Exploration Implementations - Your thoughts?

I thought the differences between the two were just due to the implications of being 2D/3D (you can see the horizon in 3D, there's a tendency to allow the player to move over mountains instead of caves inside the mountains, etc.).
by DistortedLance
Tue Apr 02, 2013 8:41 pm
Forum: Game Development
Topic: Overworld Exploration Implementations - Your thoughts?
Replies: 18
Views: 11407

Re: Overworld Exploration Implementations - Your thoughts?

If done well, Pokemon-style maps can definitely be appealing. It's certainly more difficult to pull off, although it would be an interesting challenge for level-designers to create a seamless map (and possibly more fun, although that depends on how much of a masochistic activity it turns out to be)....
by DistortedLance
Tue Feb 26, 2013 7:14 pm
Forum: General Gaming
Topic: Playstation 4 Thoughts?
Replies: 21
Views: 23916

Re: Playstation 4 Thoughts?

To be fair, I never saw in this thread that the share button would lead to better games - simply that it was an "innovation" (in this case, I'm skeptical to call it that, although I'll give it the benefit of the doubt) that would improve the marketing capabilities of the console. Although ...
by DistortedLance
Mon Feb 18, 2013 12:43 am
Forum: Game Development
Topic: [SOLVED] Best Way to load a level
Replies: 16
Views: 11267

Re: [SOLVED] Best Way to load a level

Now your goal is to handle multiple layers, like tiles, objects, collision etc... Just a tip for your engine, i dont recomend having a "Collision layer" it uses more RAM and more HDD space, you may say that 1 mb of ram doesnt matter but when you are working with low resources hardware tha...
by DistortedLance
Mon Jan 28, 2013 11:55 pm
Forum: Game Development
Topic: Rad Raygun
Replies: 67
Views: 91189

Re: Rad Raygun

Will you be making another game called "Rad Raygun X" that takes the original and makes everything even better than it was in the original? :D This is looking amazing. I wish I had an Xbox, although I'll give you figurative support until that happens.
by DistortedLance
Wed Jan 02, 2013 6:42 pm
Forum: Game Development
Topic: Shadows of Power - 2d RPG made in SDL & C++
Replies: 16
Views: 13903

Re: Shadows of Power - 2d RPG made in SDL & C++

They have the latest versions of the SDL source in a .zip file on the website. There aren't any pre-compiled files available, but they included the project files for Visual Studio, XCode, etc. If you aren't using Visual Studio...DOO ED :P To build, I literally just had to open up their solution/proj...
by DistortedLance
Wed Jan 02, 2013 4:55 pm
Forum: Game Development
Topic: Shadows of Power - 2d RPG made in SDL & C++
Replies: 16
Views: 13903

Re: Shadows of Power - 2d RPG made in SDL & C++

Scaling is actually done automatically. The dimensions of the destination rect are used to scale. If you have a 32x32 image with a destination rect of (0, 0, 320, 32), the image will be stretched by a factor of 10 horizontally. This occurs before any rotation/flipping, so if you specify a rotation a...
by DistortedLance
Wed Jan 02, 2013 3:43 pm
Forum: Game Development
Topic: Shadows of Power - 2d RPG made in SDL & C++
Replies: 16
Views: 13903

Re: Shadows of Power - 2d RPG made in SDL & C++

SDL_gfx is indeed incredibly slow, and with SDL 1.2 (which I see you're using), only multiples of 90 degree rotations have acceptable performance. SDL 2.0 has hardware accelerated surfaces, though (called SDL_Texture; SDL_SWSURFACE, SDL_HWSURFACE, etc. are deprecated, I believe). SDL_Textures can be...
by DistortedLance
Mon Dec 24, 2012 11:49 am
Forum: Game Development
Topic: 2D RPG Engine
Replies: 153
Views: 117591

Re: Simple 2D RPG Engine

It looks good! I hope you're back and kicking soon. Stalking the thread isn't quite as fun when you're feeling down ;)
by DistortedLance
Sun Dec 09, 2012 7:18 pm
Forum: Programming Discussion
Topic: I hate myself sometimes (SDL, Transparency)
Replies: 0
Views: 19920

I hate myself sometimes (SDL, Transparency)

I was easily able to quickly come up with something that would give me an entirely transparent SDL_Surface* that would theoretically just be something used to combine other surfaces while maintaining their transparencies. I also wanted to generalize my drawing so that every surface would act as if I...
by DistortedLance
Tue Nov 27, 2012 1:13 pm
Forum: Game Development
Topic: What projects are you currently working on?
Replies: 500
Views: 186438

Re: What projects are you currently working on?

Let's not be unreasonable; a Pokemon TCG is much more valuable than 4 development videos. I'd say it would be worth at least 8 ^_^