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Topics - dutch_619

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1
Projects / New project
« on: 2009-11-18, 04:17:50 PM »
Okay, so work has eased off enough for me to consider writing some code and graphics for fun.

I'm thinking of remaking a game idea I had long ago, based on my memories of a 2d CGA graphics biplane game from the late 80's. I did a half-assed version but got bored and started working on an embedded linux project.

My questions are
1) should I do it in SGDK2 or SGDK1
I'm familiar with one, but suck at VB, I'm good a C# but have to learn 2 so the learning curve may be an issue.
2) Should I concern myself with footprint? Memory is cheap now. Should I avoid making an 8mb png file for the sky? Avoid a 12480x100 pixel terrain file? Tiles are nice for memory savings, but can be very bland.
3) If I did make large single terrain files how would I import them? Collision detection would be iffy as well, no?

I hope to start a project that I can finish in a few months, as I tend to get distracted by new techniques at work and go a bit obsessive about them.

2
Game Development Artistry / Tablet Pc
« on: 2009-06-15, 10:57:24 AM »
I ended up with an older Toshiba slate-format tablet pc from work. My company will give away or sell for a nominal fee older hardware that we've replaced. I just started using it for art work and I am amazed at how much easier it is to draw on it vs a digitizing tablet. Anyone else used one of these bad-boys in the past?

3
Off-Topic / Windows 7 Beta
« on: 2009-01-09, 12:56:24 PM »
MUCH better than Vista IMHO.

4
Off-Topic / New toy
« on: 2008-12-13, 08:14:34 PM »
So, I received a Christmas present early from a guy at work. I think it's rather nifty at that. It does the same thing my hacked up wireless router does, but much much simpler.

Here's a link to it.

[url]http://blog.makezine.com/archive/2008/11/fuzebox_an_open_source_8b.html?CMP=OTC-0D6B48984890/url]


I've already loaded an old old game of mine from circa 1994 on it.

5
Help, Errors, FAQ / Nesting of If rules
« on: 2008-11-30, 08:43:32 PM »
For some reason I can't get separate If commands. Each new If ends up nested within the parent (first) If rule. I assumed initially it was due to the lack of an EndIf, but that doesn't seem to be the case. I did a search of the forum for an answer and this seems to be a problem with the early releases of SGDK2. However the version on my PC is the latest release.

Any ideas?

6
Help, Errors, FAQ / Random Seed
« on: 2008-11-29, 10:58:25 PM »
I was trying to think of a way to vary the attacks in a pseudo-random fashion. The method I use now is to have a counter linked to the frame-rate and using it to give me a more or less random number. This seems to be sorta clunky though. I could add a module that uses the seed random function in C# I suppose. Does anyone have a better idea for this? I think a random number generator may be worth doing in its own right.

Let see... this should give a random number...
Code: [Select]
Random randNum = new Random();
randNum.Next(1, 10); // No larger than 10, no smaller than 1



and this would use the seed from the frame-rate linked counter
Code: [Select]
get
      {
         return counter.m_nValue;
      }
      setRandom randNum = new Random(counter.m_nValue);
randNum.Next();


Additionally I was wondering how to play a brief opening video and have it play once and then go to the menu map. At present I have it open in the menu map and it plays the video once based and increments an on/off counter in order to avoid the opening clip every time the game drops back to the menu level (i.e when esc is pressed or a game is saved)
The trouble with this is, there is a brief lag playing the clip when the game opens and the the menu screen is shown for a moment before the clip plays. Ideally, the clip would be in its own map and would play all the way through, then dump the user to the menu screen.


7
Help, Errors, FAQ / Importing Audio
« on: 2008-11-18, 06:49:37 PM »
I have had a few issues with importing audio from the FX library. I get an error message stating that SGDK2 failed to decapsulate info from the fmod.cs package. Is this a common error? Or perhaps I did something stupid...

I finally went back an finished a game I started oh so long ago and decided to do something new.

8
Script / Document added to Sourceforge Attn: Bluemonk
« on: 2007-03-23, 07:47:48 PM »
I added the general sprite control script to source-forge recently. You should receive an email I think.

9
Script / Keyboard input and Do loops
« on: 2007-02-20, 08:47:44 PM »
I have two questions. The first is pretty easy

To begin I wanted to set the script to fire 4 bullets for every key press. I nested a loop,( i=4 while i >= 0 do, etc. but I think there's an easier way to do this. I get an odd error on occasion while loading the game and I think the script is the culprit. I think If I have the runtime component sleep before running It would run smoother and disregard any spurious input while loading. It would be simpler to use the extant counter in the script and dump my added on bits.

My next question involves grabbing the keyboard inputs for the playable sprite. I am using the BMDX to do this now, but the trouble is it grabs all playable sprites, even in instances I want the thing to be inert. I was hoping to grab the keyboard inputs without having to define collisions and solidity in the script. Any suggestions?

Thanks.

10
General Discussion / special function overlap
« on: 2007-02-15, 05:26:14 PM »
 I have tried to use a series of special functions that were on the same tile, and it seems that the only function that works is the last one I specify. Once I actually use the map via a shortcut it becomes corrupted and is unusable/recoverable after this point. The function is not designated 'remove upon use' so it should still be in place.

As this method is apparently unworkable I was going to try a different way. I was planning on reducing the layers tileset to 16 by 16 and leave the sprite tileset at 64 by 64. This will give me 4 special functions to use without any of them overlapping or taking the same tile. My question is, will this work?

I tried the DarkElf game and I really liked the load screen. I think the same thing could be done without scripting and using an inert sprite. One function to teleport down, one for up and one to select that option. This would require three functions per tile it seems. Or, perhaps the method described above would work.  Any thoughts?

I plan on trying it regardless, but input would be appreciated.

11
General Discussion / inventory transparency
« on: 2007-02-05, 02:41:29 PM »
I have a small problem with drawing the inventory items transparently. The surrounding colour shows during game-play. It gives an ugly look to the game and I was wondering how to fix this. The tileset used for inventory items uses the same transparent colour as the other layers, and the layers other than the background are set transparent as well.

Any ideas would be welcomed.
Thanks

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