Search found 17 matches
- Tue Aug 17, 2010 1:56 am
- Forum: Programming Discussion
- Topic: SFML Framerate Help
- Replies: 5
- Views: 1247
Re: SFML Framerate Help
You should make things changed based on time, so as a simple example something like: player.pos.x += player.hspeed * timediff; Where timediff is the time difference between the current frame and the last frame that way the player will move the same speed no matter what the frame-rate is. Thanks, wo...
- Sun Aug 15, 2010 8:09 pm
- Forum: Programming Discussion
- Topic: SFML Framerate Help
- Replies: 5
- Views: 1247
SFML Framerate Help
Hey all, I'm working on a tile engine, and have just migrated from XNA to SFML, because XNA hogs resources like a boss and I don't like the way it handles content loading. Anyway, the switch was relatively simple, and gave me a huge boost in performance (XNA version was getting ~50fps on integrated ...
- Mon Apr 05, 2010 4:04 pm
- Forum: Game Development
- Topic: Motion: Time or Frame based?
- Replies: 13
- Views: 1758
Re: Motion: Time or Frame based?
I've found frame-based to be the best choice, because even though it is frame-rate dependent, it ensures consistency. And that's good when your animations have to sync up with another part of the game. That's precisely my point - it WON'T be consistent if there is a drop in framerate... But to me I...
- Sun Apr 04, 2010 2:05 pm
- Forum: Game Development
- Topic: Motion: Time or Frame based?
- Replies: 13
- Views: 1758
Re: Motion: Time or Frame based?
I've found frame-based to be the best choice, because even though it is frame-rate dependent, it ensures consistency. And that's good when your animations have to sync up with another part of the game.
- Wed Mar 17, 2010 9:35 pm
- Forum: Game Development
- Topic: Turn-Based RPG Battle System
- Replies: 11
- Views: 1580
Re: Turn-Based RPG Battle System
Thanks for the suggestions guys. At school yesterday I wrote some psuedocode and ideas for turn management and what not. Tonight I successfully implemented a rough one-on-one battle system. The engine warps the player and enemy to a pre-defined battle locale, with standard fading transitions for now...
- Mon Mar 15, 2010 8:04 pm
- Forum: Game Development
- Topic: Turn-Based RPG Battle System
- Replies: 11
- Views: 1580
Turn-Based RPG Battle System
Ok, so I'm working on a 2D RPG Engine, and it's practically done. The only thing missing is a Battle System, which is obviously one of the most important and (in my opinion) most challenging aspects of a RPG engine to implement. My problem is that I simply can't think of a good way of going about fr...
- Wed Feb 24, 2010 7:02 pm
- Forum: Programming Discussion
- Topic: C# Question: XNA or SDL.NET?
- Replies: 13
- Views: 2732
Re: C# Question: XNA or SDL.NET?
Just to clarify, I use a very tiny amount of the XNA Framework in my engine. The only thing I use it for is graphics and rendering, and getting the state of the keyboard. Even then, I use a small portion of that. The only XNA methods I use are spritebatch.Draw(), which is the default texture renderi...
- Thu Feb 18, 2010 11:51 pm
- Forum: General/Off-Topic
- Topic: GOD FUCKING DAMNIT
- Replies: 18
- Views: 1973
Re: GOD FUCKING DAMNIT
That blows big-ole donkey dick.
- Sun Feb 14, 2010 12:36 pm
- Forum: Programming Discussion
- Topic: The "perfect" Entity Class
- Replies: 19
- Views: 1717
Re: The "perfect" Entity Class
My entity class contains everything that my other classes had in common: a rectangle for holding position, height, and width, a unique ID int, etc. It should really just contain what all the classes that would inherit it already share. That is the exact thing that I did not want to do ;) Imagine yo...
- Sun Feb 14, 2010 11:09 am
- Forum: Programming Discussion
- Topic: The "perfect" Entity Class
- Replies: 19
- Views: 1717
Re: The "perfect" Entity Class
My entity class contains everything that my other classes had in common: a rectangle for holding position, height, and width, a unique ID int, etc. It should really just contain what all the classes that would inherit it already share.
- Sat Feb 13, 2010 11:52 pm
- Forum: Programming Discussion
- Topic: How many languages do you know?
- Replies: 27
- Views: 3307
Re: How many languages do you know?
3.5: C#, Java, Visual Basic (Legacy & .NET).
- Thu Feb 11, 2010 9:32 pm
- Forum: Programming Discussion
- Topic: Programming For TI-84 Plus Silver Edition Calculator
- Replies: 20
- Views: 3388
Re: Programming For TI-84 Plus Silver Edition Calculator
I've made a few apps using TI-Basic, as you can do it on-board and I don't have the cable for connecting the TI-83 Plus to my PC. TI-Basic is very useful though in making simple formula-apps, where you just plug in the variables and let it chug away.
- Thu Feb 11, 2010 9:18 pm
- Forum: Programming Discussion
- Topic: C# Question: XNA or SDL.NET?
- Replies: 13
- Views: 2732
C# Question: XNA or SDL.NET?
Hey everybody, I doubt you'll recall but I stopped by a little over a year ago asking for advice on a language-of-choice type of decision. Gyrovorbis and others suggested C++, and while I looked into that route I also received word from other interneters that I should consider C# and the XNA library...
- Fri Nov 21, 2008 3:05 pm
- Forum: Programming Discussion
- Topic: Which language should I go with?
- Replies: 15
- Views: 2010
Re: Which language should I go with?
Well, it seems that Dev-C++, Visual C++ 2005 Express, and Visual C++ 2008 Express refuse to install or work on my system. So I guess I'll just do it in VB6.
- Fri Nov 14, 2008 4:57 pm
- Forum: Programming Discussion
- Topic: Which language should I go with?
- Replies: 15
- Views: 2010
Re: Which language should I go with?
thanks for the well wishes. The last two on the list are more like 'hopes' rather than goals. But I do intend to at least get the first three into the game.