Search found 17 matches

by GR33B
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...
by GR33B
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 ...
by GR33B
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...
by GR33B
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.
by GR33B
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...
by GR33B
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...
by GR33B
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...
by GR33B
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.
by GR33B
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...
by GR33B
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.
by GR33B
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).
by GR33B
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.
by GR33B
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...
by GR33B
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.
by GR33B
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.