Author Topic: SGDK 2.0 Pre-Alpha Demo Available  (Read 308371 times)

Eastfist

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #60 on: 2006-08-29, 03:16:07 PM »
I've only recently downloaded SGDK2 preA5, looks "powerful" so far, Ben.  I noticed the player sprite doesn't face left or right properly, or are those suppose to be 2 separate sprites?  Neat new implementation with the solid top-only tiles and the different slope solidity (not just 45 degrees).  Wonder if you can implement solidity using paths???  I think it could make the stage designs more organic.

I can already tell it's heading in a good direction, knowing how powerful the Visual Studio.Net apps are, but honestly, SGDK2 is kinda hard to use.  Waiting for the "Quick Tutorial" for this one... ;)
"What's in a game?"  Juliet says to insult Romeo.

durnurd

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #61 on: 2006-08-29, 05:01:04 PM »
If you want, you can implement solidity in any way you want.  That's the great thing about SGDK2.  It gives you access to all the sourcescode of the game.

As for ease of use, well, this is a pre-alpha version!  You can't expect that kind of thing when he's still working on the engine and making it work.  Once that's out of the way, he can get to making it work well.
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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #62 on: 2006-08-29, 07:05:25 PM »
Still trying to re-package pre-alpha 06.  If anyone has any tips on how the heck I'm supposed to install an application based on Managed DirectX 9 on another system, please speak up!  For now I will just go back to the built-in installer thing and see if that improves the situation.  Expect an updated 06 soon (same code, new installer).

bluemonkmn

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #63 on: 2006-08-29, 07:59:51 PM »
With durnurd's help I figured out which file was missing from the ZIP file so I just updated the ZIP file.  You should be able to download pre-alpha 6 and just extract the files to a folder now and see it work.

Jam0864

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #64 on: 2006-08-30, 12:37:08 AM »
Yeh it works now and it is magnificent. ;D ;D ;D ;D ;D Great work Ben.  ;D ;D ;D ;D ;D

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #65 on: 2006-10-15, 05:42:05 PM »
Pre-alpha demo release 7 is now available from http://sgdk2.sourceforge.net/.  This release includes support for FMOD.  There are no wizards or hard-coded support for FMOD yet -- it's just supported by the code in the demo project right now (and the fmodex.dll file included in the delivery).  This ought to be a good demonstration of how flexible SGDK2 is.  There's no support for sound built into SGDK2, and yet this sample project has a "customization" to implement a framework to support sounds.

Where are the sound data files you ask?  They are embedded in the project file.  If you open the "Source Code" folder and expand the fmodex.dll node all the way down to Music1.cs and OggSound1.cs, you can then double click on one of those 2 sounds and open the "Embedded Data" menu to see how embedded data works.  I think you can load almost any format that FMOD supports as an embedded sound here (MOD, MID, OGG, MP3, WAV, XM etc).

durnurd

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #66 on: 2006-10-15, 10:52:18 PM »
Excuse me for alienating everybody here for a minute, but what made you import that song?  If you had just clicked up one more in the list (Ben3pB.mod) you would've gotten good ol' Metal Man ;D

But seriously, that's pretty nifty that Mod files work :)

On a side note:  In the second map, if you fly the cherry around the transparent space surrounding the door within the tile (i.e. the top left and right corners) the display doesn't refresh those areas and the cherry leaves streaks.  Presumably it has something to do with the fact that there's nothing behind it.
« Last Edit: 2006-10-15, 10:59:28 PM by durnurd »
Edward Dassmesser

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #67 on: 2006-10-16, 07:33:34 AM »
Cool, at least one person got it to work :)

Oh, on the topic of selectiing a MOD file, I was going from bottom to top and I picked the first one that played at the right rate even after restarting (I got some strange behavior on my other MOD files).  Maybe it's good that I still have the "Metal Man" music to save for an even more 1337 purpose, like a secret Metal Man level in my first real SGDK2 game or something :).

Yeah, I think the door graphic has some transparent areas and there's nothing behind it.  I forgot about the second level.  Err... actually it's a quantum door through which you are supposed to see all kinds of wacky effects resulting from quantum uncertainty, cool, huh?  Yeah, that's the ticket :).

sam

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #68 on: 2006-10-16, 07:19:31 PM »
Quote
Maybe it's good that I still have the "Metal Man" music to save for an even more 1337 purpose, like a secret Metal Man level in my first real SGDK2 game or something .

1337. Lol.

bluemonkmn

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #69 on: 2006-11-23, 10:04:17 AM »
Pre-alpha 8 is now available at http://sgdk2.sf.net/.  I also added a bunch of screenshots to that page.
Main new features in pre-alpha 8:
  • Add Noise and Remap Hues features added to graphics editor.
  • Runtime adjustment of color channels (including alpha channel) supported in frameset editor, map editor and plan editor.
  • New import wizards for importing graphic sheets, framesets and tilesets.

Of course there are numerous other improvements and additions, but those are the main ones.

tprime

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #70 on: 2006-12-09, 07:19:39 PM »
Does Direct X 9.0 come with Microsoft XP?

tprime

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #71 on: 2006-12-09, 07:32:47 PM »
Can someone tell me how to activate the Pre Alpha demo 8 of SGDK 2. I need help!  :'(

bluemonkmn

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #72 on: 2006-12-10, 05:13:02 PM »
What happens when you try to use pre-alpha 8?  (Did you run SGDK2IDE.exe?)

tprime

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #73 on: 2006-12-16, 10:17:51 PM »
Everytime I run it, it says "The application failed to initialize properly (0xc0000135). Click on OK to terminate the application."

durnurd

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Re: SGDK 2.0 Pre-Alpha Demo Available
« Reply #74 on: 2006-12-16, 11:54:35 PM »
Have previous versions of SGDK2 worked on your computer?

If not, make sure you have the .NET Framework 1.1 installed, as well as Managed DirectX 9.0c
Edward Dassmesser