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Messages - Kian

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16
Graphics / Text rendering problem
« on: September 10, 2011, 03:52:50 am »
I found the problem, you're using comic sans. Switch to pretty much any other font and it'll look a lot better ;)

Just kidding, a bit.

17
SFML projects / Pacaman [Demo]
« on: September 08, 2011, 02:46:32 am »
That's a pretty cool, that they each have a 'personality'. :D

18
SFML projects / Pacaman [Demo]
« on: September 07, 2011, 03:57:22 am »
Nice, looks pretty cool.

19
SFML projects / Asteroids!
« on: September 06, 2011, 03:44:07 am »
I've seen a few videos of similar ideas, and it's exactly what I want to play. But they never seem to be ready for release. I think their problem is it's too large a scope all at once, so much that people get discouraged or run out of energy when there's no end in sight.

So I'm taking it slow. Baby steps. I start with an asteroids clone, which sets the base for many of the subsystems I'll need and gives me a practical goal to strive for. If I can get from idea to release on something small, I can then pick up steam working on larger ideas.

I can also refine and learn from past mistakes while avoiding the pitfal of wanting to redo everything because I didn't like the way something worked, with nothing to show for it. If I ever feel like rewriting large chuncks, I'll still be able to look back to past successes.

20
SFML projects / Asteroids!
« on: September 06, 2011, 03:05:21 am »
Thanks! I'm glad you enjoyed the video.

There's the benefit of learning the innards of the rendering pipeline, of course, which will serve me well if I ever get to work profesionally in the industry. But from what I've seen, the tool to create my dream game simply doesn't exist. So I'm out to make it myself.

My dream is to make a seamless solar system, from the surface of a planet to the farthest reaches of space, and everything in between. However, most engines are based around the idea of creating a 'level', loading the resources and giving the player a very limited playing area. With bothersome loading screens in between.

I'm shooting for something more dynamic. There are two hurdles I have to overcome, though. One is content. Making a huge playing area is easy, giving it detail is the problem. The other is memory. Even if you could create all this content, it would take ridiculous amounts of storage.

I'm not in a hurry. Turning this project into a game is the first step.

21
SFML projects / Asteroids!
« on: September 05, 2011, 06:00:21 pm »
Got the chase view working.

https://docs.google.com/leaf?id=0B5oN4UQG74ysYTk4NWY1MTktOGNjZi00OTJjLWIxMTYtODA2ZTM4NWE4MTFh&hl=en_US

You can now switch between the views pressing C, and watch the ship model from outside. P quits instead of X.

22
SFML projects / Asteroids!
« on: September 04, 2011, 06:19:31 pm »
Ah, finally up to date with the blog. Last one was a fun post to write, too.

http://kiansprojects.blogspot.com/2011/09/in-drivers-seat.html

23
SFML projects / Asteroids!
« on: September 03, 2011, 11:53:50 pm »
I went and made a short video, for those who can't run it.


This should give a brief glimpse into what I'm working on.

Next on the list, update the blog. I'm a couple of updates behind already.

24
SFML projects / Asteroids!
« on: September 03, 2011, 09:21:49 pm »
New version is up!
Framework-0.0.5r - Cockpit view; camera now moves about the world. The ship itself isn't visible while in this view (currently). Got a background to keep yourself oriented and spread a few spheres about to spice things up.

Next up, working out why the chase view is being difficult.

25
SFML projects / Asteroids!
« on: September 03, 2011, 04:24:16 pm »
I've already created the ship model. And great minds do think alike, the ship model I settled on is a piramid :P

Got the camera attached to it, and I've got something like a skybox so you can track your rotation. The chase cam is giving me a bit of trouble. Basically, I want a 'cockpit view' that is oriented the same as the ship, as if you were in the cockpit, and a chase came that looks from behind in the direction you're moving regardless of the ship's orientation.

I need to sort a couple of issues, then populate the space with a bunch of spheres, and I should have the next demo up in a few hours.

I'm also thinking of getting fraps to make videos to accompany the posts, since not everyone can run the demo (until I fix other issues) or wants to go to the trouble of downloading it.

26
SFML projects / Asteroids!
« on: September 01, 2011, 12:45:22 am »
Sorry to spam, I've just been on a roll today and want to show off my baby :D

Last update for today:
Framework-0.0.4r - Now with angular momentum!

Instead of a fixed rate of rotation when you press down, I modified it so that it now increases the rate of rotation, and it will continue to rotate when you let go. You now have apply a rotation in the opposite direction to make it stop.

Seems to behave correctly too.

27
SFML projects / Asteroids!
« on: August 31, 2011, 09:34:43 pm »
I just noticed I had the downloads flagged as private. Not sure if that stopped anyone, but if it did I'd love it if you gave it another go. They should be shared now.

28
SFML projects / Asteroids!
« on: August 31, 2011, 06:54:23 pm »
Ok, I thought I would dust off this post now that I have something that's at least interesting to mess a few moments with.

After quite a bit of work, undoing and redoing stuff, I have a working demo:

Framework-0.0.2r - Triangle Edition
Framework-0.0.3r - Sphere Edition

Basically you get to control a model around. I'm pretty proud of it.

Currently, I'm not sure why but intel graphics don't seem to like it. I need to check for what OpenGL contexts are supported by the machine before asking for one. It's also compiled for Windows machines.

7z is a nice format, but I'm running into some people who don't seem to care for it. Any recommendations on what archive formats to use instead? I guess I could go with zip, it's just that google doesn't like it when I try to email zipped .exes, and my testers don't have compilers. That's on purpose, I want to be sure that I'm packaging everything a clean computer needs to run it.

29
Window / Is KeyPressed suppossed to fire once or continuously?
« on: July 10, 2011, 12:44:38 am »
Oh yeah! That's exactly it. Thanks :D

30
Window / Is KeyPressed suppossed to fire once or continuously?
« on: July 09, 2011, 05:52:15 am »
Been working on my event loop, and noticed something that I wasn't expecting.

When you hold a key down, is it suppossed to spam 'KeyPressed' events, followed by a single 'KeyReleased' event when you let go, or am I reading the events wrong somehow?

Ok, did a little test. Apparently it has to do with the keyboard repeat rate in the Windows Control Panel. KeyPressed Events are fired at the same rate that you select there. Any clue how to avoid this (other than disregarding key pressed events until you find an appropriate keyreleased event, which don't get spammed)?

Further research would seem to indicate that this is how Windows is suppossed to behave. Since I was using a toggle anyway, it doesn't actually matter if I receive a lot of KeyPressed events as long as they don't alternate. So consider the question solved.

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