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Topics - Wyzemann

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Help, Errors, FAQ / Precise positioning of bullet sprite
« on: 2011-03-29, 08:24:50 PM »
I could not find any documentation on how to solve this problem. The player shoots a "bullet", but it appears in the wrong place from the sprite. It should appear in front of the barrel of the gun but appears too low. It also does not appear the same distance from the player's center if facing left or right. However I have been careful to adjust the sprite's offset have a very precise collision rectangle.

My strategy was to create two framesets, one for left, and one for right so that it would appear in the precise location. I tried the different "addspritehere" relative positions but didn't find one that worked.

I went into the frameset and changed the bullet sprite's offset so that appears in the right place upon shooting, but now it does not match up to the sprite's collision.

I don't see an obvious or documented solution on the forums or the help file. Please advise.

Chris.

2
Help, Errors, FAQ / Issue with counting frames too fast
« on: 2011-03-17, 03:39:57 PM »
I am trying to set up the player to have controlled jumping (Commander Keen style). This means there is power for a certain amount of time when the jump input is pressed. However you have the option of letting off mid-jump for shorter jumps. You can also move left or right during the jump.

So I have set a parameter to read the frame at which the input is pressed. It adds an arbitrary number of frames to it and stores it to a new parameter. When it reaches that number it cuts off the power until the landing. (I've yet to determine how to prevent multiple jumps within the jump during this time but it's a start).

The jump is now controllable. The problem is that the frames advance significantly faster when you are moving left or right at the same time as jumping which means you barely get off the ground when moving, but can get pretty high when not moving horizontally.

It's almost like the counter is getting two streams of data at the same time whenever you have x motion. The FPS read at a constant rate. The counter is ticking markedly faster when the horizontal input is pressed.  I'm not sure if this is a bug or if it's user error. However if I remove the one data source there is no activity on the counter.

All of the jump handling is done from a level plan. The horizontal motion is done from the sprite definition. Everything thus far is done using basic rules without scripting.

Any suggestions would be appreciated.

3
Off-Topic / SGDK2 Joomla site user unfriendly
« on: 2011-02-14, 03:15:01 PM »
Just to let you know, the design of the project website for SGDK is not intuitive to navigate.

You have a news page as front page. I expected there to be a link there, but did not expect it to be a button. Took a while before clicked on the button to find the location of the files.

I Recommend inserting a text based hyperlink, or putting buttons underneath the banner if possible.

Home button goes to project site, but not to the sourceforge site where I came from. Had to click "back" 10 times to get back. Recommend inserting link to both pages as part of the template.

Thought this could be helpful information.

Chris

4
Help, Errors, FAQ / OpenGL won't work on netbook PC
« on: 2011-02-12, 10:01:00 PM »
I recently found SGDK and I am intrigued by it, especially its scripting features. I have been playing with version 1 since version 2 uses opengl which doesn't work on my system. I was hoping there was a way to get it to work since I spend most of my time on this computer anymore.

It may be that my integrated video board is not compatible with SGDK. However, it does seem to meet the minimum requirements.
I have updated the video driver to no avail. It is running Windows XP Home edition SP3. (Running on AtomN450, 2GB RAM).

GPU Shark v0.3.2 utility provides this information:

GPU: Intel GMA 3150
Memory size: 384 MB
Open GL Platform: Intel Pineview
Open GL 1.4.0

I went through the tutorial step by step and when I got to the map editor it produced the following error:

An error occurred while drawing the display in the map editor. In order to attempt to avoid fatal errors...
Details:
System.Exception:InvalidEnum
 at SGDK2.Display.CheckError()
 at SGDK2.Display.DrawFrame(TextureRef texture, Rectangle sourceRect,Point[] corners,Int32 offsetX,Int32 offsetY)
 at SGDK2.Layer.Draw(Display Display, Size ViewSize)
 at SGDK2.frmMapEditor.MaoDisplay_Paint(Object sender, PaintEventArgs e)

A second dialog box appears

GL_ARB_texture_rectangle may be required for proper operation. The current video driver does not support this feature. Try updating your video drivers.

Then after I click OK the first dialog appears again. Then it just doesn't work.
I am aware of a similar problem that was mentioned in the forums. It was actually repaired by changing the source code to omit error detection. That was a problem with OpenGL 3.x I did this and it didn't change anything. Also note that it does the same thing if I try to run any games created with SGDK 2.1.x

The directX versions of SGDK work without any issues.
Is there a workaround for this or is it simply incompatible? Is there a way to get the latest SGDK to use directX so it will work on my netbook?

Chris

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