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Author Topic: [ODFAEG] (Open Source Development Framework Adapted for Every Game)  (Read 138181 times)

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G.

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #270 on: June 03, 2014, 08:01:47 pm »
The shadow of the wall near the bonfire looks a bit "odd".
Odd? Shitty as hell yes.
http://www.hostingpics.net/viewer.php?id=586783Capturedu20140603192908.png
Looks very different from this 4 year old screenshot http://i.imgur.com/R9irYgo.jpg
Glad to see you're still using those walls you stole from another project. :D

Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #271 on: June 03, 2014, 08:42:39 pm »
Lol my old map editor, but, this time I think I'll make it with sf-gui.

There are too much dependencies with Qt and I think the macros and moc files used by Qt are a bit deprecated.

At least now you know that I don't do it with no experience, but since 4 years ago. :P

So it's time that I implement the game play now. (Lol)

But I wanted to put everything in a lib before, it'll be more practice for all myprojects. :P (My editor, the server and the client, so, there are 3 projects)
If I modify source code it's modified in my 3 projects directly.
Then I decided to make it opensource but...., in case of someone else needs it.



« Last Edit: June 03, 2014, 08:46:05 pm by Lolilolight »

lezebulon

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #272 on: June 03, 2014, 09:24:44 pm »
thanks for the image! but it's exactly what I thought, it doesn't look very convincing, here all I can see is that the objects are floating above the grass and that we see their reflection in the grass (and not their shadow)

Unfortunately I don't think there's any solution to do convincing 2D shadows for just the sprite data

Grimshaw

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #273 on: June 04, 2014, 01:03:07 am »
Those shadows beside not looking good they are also incorrect :/ And this is the same scene you've shown months ago, there is nothing new..

You can't even get a good isometric game yet with the library, how do you expect to nail ALL other game genres perspectives and so on?

Also, it would rock if you could pay more attention to your english. I am totally fine with reading the broken english in every post but seeing you write the same way in your editors / source code is heartbreaking and sounds plain sloppy.. :(

Excellium

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #274 on: June 04, 2014, 10:19:03 am »
Lolilolight, have you ever heard of deferred shading ?
I worked with Gregouar in the past, on his 2.5D light engine, and it had a pretty nice rendering.
« Last Edit: June 04, 2014, 10:26:46 am by Excellium »
"Everything should be made as simple as possible, but not simpler."

Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #275 on: June 04, 2014, 01:57:16 pm »
I don't know what deffered shading is, maybe I should search later but I don't plan to have a very nice rendering now, but, just a 2D isometric RPG. (If I can create one I'll be very happy)

As you said, i didn't advanced, because I had to put every source code in a library and rewrite all the source code of Gregouar for all my projects. (And adding some functionnality like the networking, etc...)
His code was not maintenable and, I hate copy/paste source code because I don't learn and I don't understand anything.

My shadows are not very different than the ones of Gregouar, it's him which have initialized me to the game creation univers in 2D iso.

Maybe he have improved them a bit after but I don't see something different.

I've added a transparent outline around the shadows, it seems to be better but I need to have rounded corners for the ani-aliasing, but, SFML don't provide a way to create shapes with rounded corners and I have to implement it myself later.

But please, don't bring some displaced behaviour from this website here.
I really hope this website'll not become like this website and I don't want to wasting time with some members of this website again.
So I say, say ya.

PS : And I can create orthographic and perspective projection with odfaeg, and loading 3D animated models soon (but I want to finish my 2D isometric game first), so, don't say wrong things here please.
« Last Edit: June 04, 2014, 02:00:15 pm by Lolilolight »

Grimshaw

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #276 on: June 04, 2014, 04:19:07 pm »
Where are you from if I might ask? And how old are you? :)

Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #277 on: June 04, 2014, 05:12:53 pm »
In Belgium and I'm 25 years old. :)

All the framework versions should be finished for my 30 years old. :D (Only the last version remains)

Grimshaw

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #278 on: June 04, 2014, 07:42:42 pm »
How would the games your framework could do in 5 years look like? : )

Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #279 on: June 04, 2014, 07:58:57 pm »
Probably like holy spirit but in pure 3D.

Lolilolight

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Re: [ODFAEG] A major change!!!
« Reply #280 on: June 05, 2014, 01:36:19 pm »
It seems that SDL support more plateforms and drivers than SFML.

So I think I'll change and choose SDL for the windowing rather than SFML, but I'll keep SFML for the networking and the sounds module I think. :)

It depends how it'll works.





Grimshaw

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #281 on: June 05, 2014, 02:46:56 pm »
Yay now you can share the pain with the SDL forum people too :)

Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #282 on: June 05, 2014, 03:03:43 pm »
Yeah but I'll just rewrite the sf::Window class and the glContext classes for the different plateform also.

I'll not use sf::VideoMode anymore with seems to leads to some compatibility problems.

I hope that It'll not be too complicated. (The functions of SDL are very similar to the ones of SFML)

Grimshaw

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #283 on: June 05, 2014, 03:19:45 pm »
Maybe your awesome library will run even more awesome when fully ported to SDL, I bet everyone in the SDL forum is anxious to have you in the community : )

Lolilolight

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Re: [ODFAEG] (Open Source Development Framework Adapted for Every Game)
« Reply #284 on: June 05, 2014, 04:08:46 pm »
I think I'll try to improve the sfml window and porting the window module to SDL to get rid of the WindowImpl classes for the different plateforms.

But there is a different opengl context for each plateform so, it'll take a little time.