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Topics - bluemonkmn

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1
General Discussion / All Tile Shapes
« on: 2018-03-25, 04:41:38 PM »
If anyone has ever wished that there were more tile shapes, here's your answer. The basic set has been expanded symmetrically to fill in the missing steep hill shapes, gradually sloped ceiling and steeply sloped ceilings for both C# and JavaScript (HTML5) projects. The attached project has all the customized content to do this without requiring a new release of SGDK2. Load the project, reset the source code to get all the standard code merged in, and you're set to go.

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News and Announcements / Source Code Migrated to Git
« on: 2017-10-01, 08:31:34 AM »
The source code repository for Scrolling Game Development Kit 2 has been a Subversion (SVN) repository up until yesterday, at which point I decided to migrate it to Git with the help of GitHub's import utility. All the source code history is now available in a Git repository which is hosted at both GitHub and SourceForge. This will make it easier for anyone wishing to participate in future coding of SGDK2 to fork the repository and submit their changes via pull requests. My intent is to keep the two repositories in sync (although I don't have much experience with Git yet, so it remains to be seen whether this synchronization is as easy as it looks). SourceForge is SGDK2's home, but GitHub is designed specifically for Git. I suspect future development will begin at GitHub, and we'll use GitHub's methods for issue tracking if we track issues. But SourceForge will still be where releases are posted, and should be kept up-to-date.

The Subversion repository continues to exist at SourceForge, but will not be maintained for any future updates. It may be deleted at some point to avoid confusion.

Come join the fun by making your own fork of SGDK2 at GitHub, and make your own improvements, and if they're worth sharing, request they be considered for inclusion in the original!

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News and Announcements / Version 2.3.0 Released
« on: 2017-02-20, 09:53:54 PM »
This version represents a relatively significant SGDK2 release, primarily introducing some real-time lighting features. Although there is no flashy demo included in the release, there is a new "Lighting Patterns" template that will help people get started with the new features, as well as a new tutorial to manually walk through each feature related to lighting from scratch. I've posted a video walking through and taking a look at the features available in the Lighting Patterns template project: https://youtu.be/XGWmeh3uUcM. See a full list of what's new in SGDK 2.3.0 at the what's new page in the online documentation.


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Version 2.3.0 is almost ready to release, but we need some fancy demo to show off what the new version can do. Check out my request/offer to artists at http://pixelation.org/index.php?topic=22119.0.
Here's my programmer art demo, but we can do better than this, surely.
Texture and normal map:


Screenshot:

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Get your digital copy of "Building Games with Scrolling Game Development Kit 2" while it's free!

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News and Announcements / SGDK2 Book Being Published
« on: 2015-08-24, 04:42:00 PM »
The first book covering SGDK2 is about to be published with the title of Building Games with Scrolling Game Development Kit 2.
The book isn't quite final yet, but you can get a preview of some significant subset of the content at https://www.createspace.com/Preview/1175307 and provide feedback.

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News and Announcements / New User Registration
« on: 2014-10-23, 08:09:34 AM »
There were more than a thousand registration attempts in the past month, so I suspect the registration system was not doing a very good job of weeding out spam bots. All registrations have been rejected. I switched the registration system to email confirmation. It probably won't help much, but if you tried to register in the past month and still haven't been approved, try again and you should be able to confirm yourself now. I'll try to manually manage spam users by deleting their accounts for a while. Just don't post anything that looks like spam.

Edit: I think confirmation (and all other) email wasn't working until I finally noticed and fixed the problem today. You should now me able to register and confirm your own account.

8
News and Announcements / Forums upgraded to SMF 2.0.8
« on: 2014-09-10, 03:38:32 PM »
You may notice some significant differences in the forums today. I have performed the major upgrade from 1.1.19 to 2.0.8 and everything seem to be running smoothly (better even). Let me know if you encounter any problems. If you can't post here, Facebook is always an option too: https://www.facebook.com/pages/Scrolling-Game-Development-Kit/142273489121708. Hopefully if you've been encountering problems posting here lately, though, those will be fixed now.

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Help, Errors, FAQ / Designer Background
« on: 2014-09-06, 01:54:40 PM »
when I make plans or edit maps with transparent tiles I get a LOT of artifacts. I attached a GIF screenshot in case anyone sees it and knows what the issue is.
It's normal for tiles to leave trails if you don't have an opaque background. The map editor has a "Designer Background" layer to help avoid this behavior at design time. But in order to make sure that your game performs optimally at run-time (no unnecessary drawing or erasing), the designer background is excluded when your game is compiled. You are expected to put an opaque background or something that will draw over the previous graphics in your map unless you want the effect of leaving trails.

In your screenshot it looks like you *are* in the map editor, though, so it's strange you'd be getting trails. Did you delete the designer background or something? I suppose it's possible you found some circumstances in which the Designer Background wasn't created for you. Maybe you based your project off an old template from before Designer Background layers were introduced? If you want to add your own Designer Background layer that goes away at runtime, you can add a layer whose Tileset is not set to anything. Otherwise, I suggest adding a regular background layer that fills your display area. It can be a very simple 1x1 "Tile Size" and whatever "Virtual Size" you want for the layer big enough to fill the map. That way, whenever you put 1 tile on the layer it will automatically fill the whole layer and only consume 1 byte of memory.

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News and Announcements / Version 2.2.10 Released
« on: 2014-07-05, 12:26:44 PM »
Changes between version 2.2.9 and 2.2.10

  • Revert to .NET 4.0 for compatibility with Windows XP. (The ClickOnce installer
       in .NET 4.5 is still too unreliable anyway. Will no longer provide ClickOnce
       install.)
  • Correct mouse coordinates reported by HTML5 code when game view is not at the
       top left corner of the web page.
  • Correct the way inactive sprites are removed from a category when deactivated
       in HTML5 projects.
  • Implement HTML5 (js) version of getSpriteWithin function to retrieve sprite
       within a plan rectangle.
  • Correct HTML5 addSpriteAtPlan function to mark the created sprite as dynamic,
       and initialize its parameters to default values.
  • Correct HTML5 (js) code to properly determine tile category membership of
       animated tile frames.
  • Update template projects to conform to modified SGDK2 file XML schema that was
       changed in a recent release to include Folder info etc.

Why a new version after almost 2 years you may ask? I'm starting to write a book that might be used as a curriculum for teaching young folks how to create games using SGDK2. In the process I found a few bugs that it'd be better to fix than try to talk around.

Oh, and don't try to use the ClickOnce deployment to update your installation. I've given up on ClickOnce. It's too unreliable and messy, IMO. Cleaner and simpler to just extract the files where you want them and run the EXE. https://sourceforge.net/projects/sgdk2/files/sgdk2/2.2.10/

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Projects / Treasure Chaser
« on: 2014-04-06, 08:10:03 AM »
Hey all. Proving SGDK2 isn't dead, here's a new game I made in the past couple weeks: :)
http://treasurechaser.enigmadream.com

I'm not publicizing the address of the source code (SGDK2 file) too widely yet, but keep your eyes open and respond here with any inspirations you have on how contributions to this project should work. I could try the iotaBuildIt model again (see http://iotabuildit.sf.net), but I'm open to suggestions. I'm planning on making it possible for people to share their single-level customizations via an alphanumeric string added to the URL, but I haven't implemented that yet.

13
General Discussion / Windows 8
« on: 2013-07-29, 05:08:54 AM »
The cost of Windows 8 isn't what's preventing me from getting Windows 8. I just don't see the point. It seems to be flopping, especially Metro. Microsoft has been doing all kinds of things to try to artificially prop it up like offering rewards to developers who make content for the platform, but I'm suspicious. If the platform was truly worthwhile and popular, it wouldn't need such gimmicks propping it up. As for Metro, since that seems primarily designed as a mobile platform, I wouldn't be surprised if the Mobile (Html5-based) template in SGDK2 was the best way to target that platform. Rather than getting the old mechanism (OpenGL) to work for the newest platforms, would it be worthwhile to figure out how to get the new mechanism (HTML5) to work? What are the obstacles to using HTML5 to target Metro?

The most persuasive thing I've seen done to promote Metro, BTW, is that ad with Dell's Windows tablet next to an iPad showing all the things that make the Dell tablet better, and then showing that it's about half the price. I wonder what Apple's response to that is.

14
Off-Topic / My first Android App
« on: 2013-04-25, 04:57:14 AM »
Anybody with an Android device might enjoy my first Android app. It's called PictureCode and it's available on Google Play.

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New in Version 2.2.9:

1. Implement the ability to nest Graphic Sheets, Framesets, Sprite Definitions, Counters, Source Code and Maps in folders in the tree view.
2. Correct the position of the "Export HTML5 and Run" command when another window with File menu items is active.

Both the SourceForge Release and the ClickOnce Install have been updated.

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