I'm not sure how I feel about this -_-;;dandymcgee wrote:Really? 'Cus I think it would be just Imrooniel!
Search found 26 matches
- 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
- 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...
- 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...
- 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...
- 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.).
- 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)....
- 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 ...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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
- 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...
- 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 ^_^