Talk is Cheap! Post what you're working on.

Post updates of what you've been working on, make your development announcements, etc.

Moderator: samw3

User avatar
leet hacker
Posts: 777
Joined: Sat Dec 15, 2007 11:22 pm
Location: Fair Oaks, CA

Re: Talk is Cheap! Post what you're working on.

Postby leet hacker » Fri May 23, 2008 9:22 pm

bwoogie wrote:Ok. It works now.
The text is flickering though.

oh good. i mean, good that it works, not that it flickers... did you try it more than once? it did that to me also, and after 1 or 2 runs of the game it stopped flickering.
Hackers are good. Crackers are bad.

3.141592653589793238462643383279502884197169399375105820974944
User avatar
RobinH
Posts: 252
Joined: Tue Dec 18, 2007 9:07 pm
Location: Thunder Bay, Canada

Re: Talk is Cheap! Post what you're working on.

Postby RobinH » Fri May 23, 2008 11:16 pm

It was quiet at work, so I played around in Scratch again, and came up with this little tilemap scroller (old-school Ultima / Final Fantasy style):
http://scratch.mit.edu/projects/MacbthPSW/171681

Forgive the bad art and speed of it... it was mostly an experiment and was generally successful. I'm hoping others will try out Scratch; I find the fairly extreme limitations of it very compelling. Doing something a scrolling tilemap without arrays or any other normal data structure was a bit of a challenge :)
User avatar
JeTSpice
TALKer!
Posts: 2423
Joined: Sun Dec 16, 2007 10:39 am
Location: Coeur d'Alene, ID
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby JeTSpice » Sat May 24, 2008 12:02 pm

Good to see you're preserving your trademark grass.

It looks like you drew the world map, and the tile editor translates the world map pixels into a tile map. Is that so?

It's cool. It brought back my sense of oldskool adventure.
Lava
Posts: 1056
Joined: Sat Dec 15, 2007 10:54 pm
Location: California
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby Lava » Sat May 24, 2008 12:58 pm

Bwoogie I'm lovin' your 3D art!! :mrgreen:

Leet: BBH works good (good job on that fixing that error), but as Bwoogie mentioned, the beginning text flickers. It will be great to see this game's potential with the fixed flickering and added rooms.

Keep up the good work Bwoogie and Leet!
User avatar
RobinH
Posts: 252
Joined: Tue Dec 18, 2007 9:07 pm
Location: Thunder Bay, Canada

Re: Talk is Cheap! Post what you're working on.

Postby RobinH » Sat May 24, 2008 1:24 pm

JeTSpice wrote:Good to see you're preserving your trademark grass.

It's the only way :)

It looks like you drew the world map, and the tile editor translates the world map pixels into a tile map. Is that so?

Sort of, yeah. I pixeled the map in the 60x60 pixel area in the top left corner of the background; one pixel represents one tile. Then I have a 1x1 pixel sprite that I move on the background. There's a function to tell what colour the sprite is currently touching, so I map each colour into an index # which the sprite uses to turn into a tile, and stamp itself down on the background. This gets repeated for all 48 tiles (with appropriate offsets) for the whole screen. It's quite a hack, but the only known way of doing this sort of thing in Scratch. I love this sort of challenge!

Thanks for looking :)
User avatar
leet hacker
Posts: 777
Joined: Sat Dec 15, 2007 11:22 pm
Location: Fair Oaks, CA

Re: Talk is Cheap! Post what you're working on.

Postby leet hacker » Sat May 24, 2008 7:51 pm

Lava wrote:Leet: BBH works good (good job on that fixing that error), but as Bwoogie mentioned, the beginning text flickers. It will be great to see this game's potential with the fixed flickering and added rooms.

did running it again help at all? if not, do you (or anyone) have any ideas on how to fix it?
Hackers are good. Crackers are bad.

3.141592653589793238462643383279502884197169399375105820974944
Lava
Posts: 1056
Joined: Sat Dec 15, 2007 10:54 pm
Location: California
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby Lava » Sat May 24, 2008 8:13 pm

leet hacker wrote:
Lava wrote:Leet: BBH works good (good job on that fixing that error), but as Bwoogie mentioned, the beginning text flickers. It will be great to see this game's potential with the fixed flickering and added rooms.

did running it again help at all? if not, do you (or anyone) have any ideas on how to fix it?


Yes, it did fix it.

As far as fixing it for good, I have no idea, sorry, as I do not know how Dark Basic works to be of any help.
User avatar
leet hacker
Posts: 777
Joined: Sat Dec 15, 2007 11:22 pm
Location: Fair Oaks, CA

Re: Talk is Cheap! Post what you're working on.

Postby leet hacker » Sun May 25, 2008 2:19 pm

Lava wrote:Yes, it did fix it.

that's good. if i set "sync rate" to 1000 it refreshes the screen like 1000 times per second, and the flickering doesn't look as bad...
Hackers are good. Crackers are bad.

3.141592653589793238462643383279502884197169399375105820974944
User avatar
SSquared
Posts: 1351
Joined: Sun Dec 16, 2007 9:14 am
Location: The Beautiful Pacific Northwest
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby SSquared » Sun May 25, 2008 2:49 pm

What kind of flickering are you seeing? Is it tearing related to a V-sync ratio, or does the code require double buffering? Double buffering is where you draw an image off-screen into one buffer and then swap it onto the screen. Drawing directly to the screen will cause flickering.
My quote: Have I mentioned I love C# and the iPad?
Another quote: Have I mentioned I love the iPad?
User avatar
leet hacker
Posts: 777
Joined: Sat Dec 15, 2007 11:22 pm
Location: Fair Oaks, CA

Re: Talk is Cheap! Post what you're working on.

Postby leet hacker » Sun May 25, 2008 3:38 pm

SSquared wrote:What kind of flickering are you seeing? Is it tearing related to a V-sync ratio, or does the code require double buffering? Double buffering is where you draw an image off-screen into one buffer and then swap it onto the screen. Drawing directly to the screen will cause flickering.

it turns white, then turns black and shows the text, but like 30 times a second or something. it's just a text game, so i don't think it would need double buffering. but db-ing might help though.
Hackers are good. Crackers are bad.

3.141592653589793238462643383279502884197169399375105820974944
User avatar
andygeers
Posts: 480
Joined: Sun Dec 16, 2007 5:35 am
Location: London, UK
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby andygeers » Mon May 26, 2008 8:02 am

Today I've been using the bank holiday to get some work done on my game. I've been messing around with trying to get unmanaged C++ code to talk to a Managed C++ DLL wrapping a C# DLL, without too much joy - I get a exception at startup. I can talk directly to the C# DLL via COM, but it has various drawbacks that I'd rather circumvent.

The end goal is a component that lets you render an HTML version of the script code for my Bible-teaching computer game
User avatar
SSquared
Posts: 1351
Joined: Sun Dec 16, 2007 9:14 am
Location: The Beautiful Pacific Northwest
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby SSquared » Mon May 26, 2008 11:27 am

Hey Andy. I am VERY excited to hear what you are trying to do. I am a huge...ummm, I guess in today's terms you'd say 'evangelist' for getting C++ to talk to C#. I want to help people to accomplish this goal as a way to integrate their legacy C++ code with new .NET features/code. I have a partial listing of what to do over on the Wiki. If you have any questions, please ask. Maybe start a new topic on it. I use unmanaged C++ to call directly into C# all the time. If you don't need it, you don't need the managed C++ DLL.

Once you get things setup from the Wiki, you can then call directly to your C# DLL. I can give you a sample project to look at if you want.
My quote: Have I mentioned I love C# and the iPad?
Another quote: Have I mentioned I love the iPad?
User avatar
JeTSpice
TALKer!
Posts: 2423
Joined: Sun Dec 16, 2007 10:39 am
Location: Coeur d'Alene, ID
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby JeTSpice » Mon May 26, 2008 12:17 pm

RPGesus updates -- been working on the menu system (new/save/load, etc.) So nothing really cool.

Started learning Flash last week. It's a pretty fun li
CGDCbot: Go to CGDC. GDCD rules!
ttle application. ActionScript 3.0 is pretty robust, so I might use Flash for games in the future. It has a lot of cool stuff already built into it.

Next week I hope to have some footage of the game.
User avatar
bwoogie
Posts: 234
Joined: Sun Dec 16, 2007 9:54 pm
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby bwoogie » Mon May 26, 2008 2:03 pm

Playing around some more with blender. Coming up with some video ideas for the kids class at church.

Image
User avatar
SSquared
Posts: 1351
Joined: Sun Dec 16, 2007 9:14 am
Location: The Beautiful Pacific Northwest
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby SSquared » Mon May 26, 2008 2:22 pm

Wow! The Blender work continues to look great. Very good updates.
My quote: Have I mentioned I love C# and the iPad?
Another quote: Have I mentioned I love the iPad?
User avatar
Brandon
Posts: 32
Joined: Sat Dec 22, 2007 3:46 pm
Location: Kansas City, MO (USA)
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby Brandon » Mon May 26, 2008 2:23 pm

That looks awesome bwoogie! And sounds like a good idea too.

Well I finally have my level loaded up with collision and everything working. Except for the evilness of the zorder\alpha sorting... notice how when you look at the trees that you can see other trees through them...

http://www.youtube.com/watch?v=a4zrITad65g
User avatar
bwoogie
Posts: 234
Joined: Sun Dec 16, 2007 9:54 pm
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby bwoogie » Mon May 26, 2008 3:06 pm

Thanks guys.
I'm trying to learn how to do the texturing correctly. If you look closely some of the textures are on backwards. you'll notice that the TNT is backwards (well, the T's are the same but the N is backwards lol).
User avatar
leet hacker
Posts: 777
Joined: Sat Dec 15, 2007 11:22 pm
Location: Fair Oaks, CA

Re: Talk is Cheap! Post what you're working on.

Postby leet hacker » Mon May 26, 2008 3:13 pm

bwoogie wrote:Thanks guys.
I'm trying to learn how to do the texturing correctly. If you look closely some of the textures are on backwards. you'll notice that the TNT is backwards (well, the T's are the same but the N is backwards lol).

haha. that still looks nice though.
Hackers are good. Crackers are bad.

3.141592653589793238462643383279502884197169399375105820974944
User avatar
Brandon
Posts: 32
Joined: Sat Dec 22, 2007 3:46 pm
Location: Kansas City, MO (USA)
Contact:

Re: Talk is Cheap! Post what you're working on.

Postby Brandon » Tue May 27, 2008 12:51 pm

Fixed the Alpha Sorting problem. All I had to do was load the mesh as an animated mesh instead of a static one.. Not sure exactly why...




Also, here is another level.. one of the first ones :)

User avatar
leet hacker
Posts: 777
Joined: Sat Dec 15, 2007 11:22 pm
Location: Fair Oaks, CA

Re: Talk is Cheap! Post what you're working on.

Postby leet hacker » Tue May 27, 2008 4:46 pm

that looks pretty good brandon!

i haven't had much time to work on bbh, but i'm working on making version 0.0.4 now. it will add inter-room travel, so you don't just win or lose instantly; also i will include the icon with the download so you can have an icon-ed shortcut... i might also make one more room.
Hackers are good. Crackers are bad.

3.141592653589793238462643383279502884197169399375105820974944

Who is online

Users browsing this forum: No registered users and 5 guests

cron