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Messages - NinjaFighter

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1
I have to admit, it was not the best idea, to use LuaInterpreter project (http://www.codeproject.com/Articles/228212/Lua-Interpreter) in SenVC. There are a lot of bugs in LuaInterpreter code  :-\. For next releases, I planned to use LuaInterface (that's a wrapper of the official Lua dll) instead of LuaInterpreter... I have to analize it to see how to implement the statement limit with LuaInterface. Sorry for the inconvenience. :-[

2
Yeah, I want to do some games for it. I release this on alpha stage because somebody could want to develop games too, and this helps me to find bugs or hear tips directly by other developers.
There are two hello worlds projects, one with more things that other. The keyboard with Z and X predefined is temporal, in the future I plan to put some configuration menu, just like emulators does.
The game selection screen it's not polished for now. My plans are have a game browser screen, to find games by genre, publisher, or name directly. With sounds and more effects for the cartridges.

I hope you like develop for this platform, it's intentionally very limited, but I think this is the key to enjoy the development process on it. :)

3
hello there!
I'm proud to tell you about my new project, that's a virtual console for making simple games "nes style". The current version is 0.8 alpha. I hope you like it.  :)
For more info about the concept, read the help file. (The documentation is included in the zip too.)

http://www.mediafire.com/?l553znmi4wmhs3p

My blog entry about SenVC (in spanish): http://sebagames.wordpress.com/2012/08/11/senvirtualconsole-la-nueva-consola-de-sebagames/

Forum about SenVC: http://senvc.forumotion.net

4
DotNet / Windows XP and Realtek Audio Crash after close RenderWindow
« on: July 02, 2012, 12:24:35 am »
I test my game in my XP sp3, and it's work perfectly, but when I close the main window, this error appear:


I was believe that was fixed on previous versions, but I was wrong.  :(

This error only happen when I create any type of sounds or music.

5
Feature requests / Re: Enhanced Music Control
« on: May 28, 2012, 11:32:11 pm »
Could be easy to do a only function "SetLoopStart(uint32 aLoopStart)"? without need to set LoopEnd, because, the SetLoopStart is more useful for music playback. The loop end, is useful for custom sound effects, like samples or whatever that can change his duration without have to change the pitch.
If OpenAL provides a way for set the loop start point, I think that SFML2 could set this parameter too, if not, I think that's too much unnecesary work. But I think will be very useful if I can set loop start, at least. :)

6
Feature requests / Re: Point looping on sounds and music
« on: May 28, 2012, 11:01:38 pm »
whops! sorry :-X

7
Feature requests / Point looping on sounds and music
« on: May 28, 2012, 08:56:04 pm »
I know that the ogg files have "tags" that could be useful to make point loops in a bgm or sound. Usually, these tags in games are specially useful to make some type of sounds, and a full bgm single file that will be capable to rendering a music from the start, and looping it from the LOOP point, instead of the start.
Example:
The music have 3 sections:
Start --------> LoopStart ---------> LoopEnd --------> (end of file)

With this practice, the music starts from Start point, and when the music is "Looping" and reach to LoopEnd tag,  the stream go to LoopStart tag, if not is "Looping", the streaming continues until reach end of file.  :)

If you put this functionality on SFML2 (I'm not sure if it's possible or not, but some applications can do this (RPG Maker for example)), SFML2 could be one step forward than XNA and other common frameworks.

This feature is very useful for various reasons:
1) There's no required changes in the methods of sfml2, at least, can require a bool property named "UseLoopPoints" if you want to deactivate them. (can be deactivated by defalut if you want)
2) If you want to put a large 3 section bgm file (the usual way in various game music) you don't have to repeat the music on the file, and you can loop infinitely, without hear any fadeout or end of file.
3) (similar to 2) The music can start with a intro section that cannot be repeated never.
4) The music file size that can be much smaller. ;)

8
DotNet / Re: fastest way to get pixel from RenderTexture?
« on: May 28, 2012, 08:23:07 pm »
Ah... this make sense now. Thats 100% clear my doubts. Thanks  :)

9
DotNet / Re: fastest way to get pixel from RenderTexture?
« on: May 28, 2012, 05:18:43 am »
It's just curiosity, because I remember that old versions uses myRenderImage.Image.GetPixel() for that purpose. So, in old versions do you store for (each Image instance) a Texture and another Image for Set/Get pixel purposes?
I don't want to use GetPixel now, but I think could be useful for some graphics editing application.
I repeat, it's only curiosity. This is not crucial for me.  :)

10
DotNet / fastest way to get pixel from RenderTexture?
« on: May 27, 2012, 09:03:35 pm »
I don't know how to Get a pixel information of a RenderTexture, without copy it on a new Image. There's a way to do this more faster?

11
DotNet / Re: Speed test
« on: May 27, 2012, 03:23:41 am »
It's gigant, believe me  ;D
Anyway, I figure that I can live with that, however... if I deactivate vsync on window mode, the framerate don't suffer too much, and I think that my videocard be grateful, because I can't listen my fan cooler with this new version... I can modify the matrix too, a and draw with vertex. I hope I can find the answer someday, but at least, the performance is ok for my game if I use a fps limit, instead of vsync on window mode.

12
DotNet / Re: Speed test
« on: May 26, 2012, 08:36:39 am »
Actually, I can said that I see some tiny perfomance differences between my SFML2 versions: one of them is that sets window's maximum fps works better than vsync in the new version. For example, I have a Game running at 100~120 fps, I notice that if I activate vsync, the movement looks very bad, otherwise, if I set maximun fps, it looks much better, but if I count the real frames per second, I notice that stuck at 61~63, but not 60. (instead of, the old version works better with vsync, instead limit the fps up to 60)

Another strange thing that I have figured, is the sound of my video card fan cooler, seems like the new version, doesn't overheat mi videocard, but in my game, works more slow in certain circumstances.

I found my bottleneck, but I don't know what is the reason of this slowdown. I write various minimal tests, but I could never show a slowdown, even... the new version works faster on minimal repetitive codes.

Anyway, it's been four days that I cannot figure how to show us,( in a minimal code) that the new SFML works more slow in my game, but for some strange reason, only in my game, and not in my minimal tests =S

I only want to say, that is when (in my game), I set a shader and draw sprites in a surface with it. There's no "bad practices" in my code, I repeat that my game works perfect on olds versions of SFML2. I'm very frustrated now  :-\

If you can figure a theory that can explain what can be, please tell me, because I'm very confused, and I cannot figure how to fix it.

13
DotNet / Re: Speed test
« on: May 24, 2012, 10:08:27 am »
Ok, I figured what is the problem... it's because what you say about the rectangle. It's not a strange behaviour, it's a mine nonsense. Sorry  ;D
(the surface was drawing with the image source rectangle)

14
DotNet / Re: Speed test
« on: May 24, 2012, 09:47:07 am »
Ok, I never use this manner, it's only because I'm testing.
Related to sprite, I must say that these two images ("sprite.png" and "sprite2.png") have the same exact size.

If you test this code... how many images do you see?

Edit: I must say too, that in an old version of SFML2, I can see the TWO images, and in the new version, only render one of them. This is not what I was searching for, but I think that is worthy of mention.

15
DotNet / Re: Speed test
« on: May 24, 2012, 09:02:15 am »
I think I found a strange behaviour here, when I was trying to find my bottleneck:

using System;
using SFML.Window;
using SFML.Graphics;
using System.Diagnostics;

namespace SFMLImplementation
{
    public static class SFMLSpeedTest
    {

        public static void Start() {

            RenderWindow app = new RenderWindow(VideoMode.DesktopMode, "");
            RenderTexture surface = new RenderTexture(640, 480);

            app.Closed += OnAppClosed;

            Stopwatch timer = new Stopwatch();
            timer.Start();

            int updateCount = 0;

            Texture img = new Texture("sprite.png");
            Texture img2 = new Texture("sprite2.png");
            Sprite spr = new Sprite(img);

            while(app.IsOpen()) {
                app.DispatchEvents();

                #region DRAWING IMAGES

                surface.Clear();

                for(int i = 0; i < 3000; i++) {
                    if(i % 2 == 0) {
                        spr.Texture = img;
                        spr.Rotation = 45f;
                        spr.Position = new Vector2f(100, 100);
                        spr.Scale = new Vector2f(2f, 2f);
                        surface.Draw(spr);
                    } else {
                        spr.Texture = img2;
                        spr.Rotation = 0f;
                        spr.Position = new Vector2f(0, 0);
                        spr.Scale = new Vector2f(1f, 1f);
                        surface.Draw(spr);
                    }
                   
                }

                surface.Display();

                spr.Position = new Vector2f();
                spr.Rotation = 0f;
                spr.Scale = new Vector2f(1f, 1f);
                spr.Texture = surface.Texture;
                app.Draw(spr);

                #endregion

                app.Display();

                updateCount++;
                if(timer.ElapsedMilliseconds > 1000) {
                    app.SetTitle("FPS: " + updateCount);
                    timer.Restart();
                    updateCount = 0;
                }
            }

            img.Dispose();
            img2.Dispose();

            app.Dispose();
            return;
        }

        static void OnAppClosed(object sender, EventArgs e) {
            Window app = sender as Window;
            app.Close();
        }

    }
}
 

I think the img2 must be visible, but in this case, does not?  ???

I don't know if I discovered something here or it was a fallen asleep... I think can be both things  :P

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