Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Pages: 1 [2]   Go Down

Author Topic: Zelda Engine  (Read 7422 times)

0 Members and 1 Guest are viewing this topic.

Antidote

>.>
Re: Zelda Engine
« Reply #20 on: December 09, 2010, 07:29:35 pm »
  • In all seriousness who's serious?
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1485
The odd thing is, you'd think that people would have frame time per frame. Most big time graphics applications supporting animation do:

GraphicsGale,
Photoshop,
PaintShop Pro
etc.

Also: the Text displays the same symptoms as Niek and Sahittam for a split second before being normal.

Windows 7 x64,
NVIDIA GeForce 9800GTX+
« Last Edit: December 09, 2010, 07:32:08 pm by Antidote »
Logged
  • Axiomatic Data Laboratories

Mamoruanime

@Mamoruanime
Re: Zelda Engine
« Reply #21 on: December 09, 2010, 09:19:49 pm »
  • ^Not actually me.
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 9786
The odd thing is, you'd think that people would have frame time per frame. Most big time graphics applications supporting animation do:

GraphicsGale,
Photoshop,
PaintShop Pro
etc.

Also: the Text displays the same symptoms as Niek and Sahittam for a split second before being normal.

Windows 7 x64,
NVIDIA GeForce 9800GTX+

Photoshop supports animation natively?
Logged
Re: Zelda Engine
« Reply #22 on: December 09, 2010, 10:38:03 pm »
  • *
  • Reputation: +3/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3374
The odd thing is, you'd think that people would have frame time per frame. Most big time graphics applications supporting animation do:

GraphicsGale,
Photoshop,
PaintShop Pro
etc.

Also: the Text displays the same symptoms as Niek and Sahittam for a split second before being normal.

Windows 7 x64,
NVIDIA GeForce 9800GTX+

Photoshop supports animation natively?
It does, it's just a pain to actually animate anything. Remember that old animated FLchan avatar I had? Made in photoshop.
Logged
Quote from: Jason
Your community is a bunch of stuck up turds.

Mamoruanime

@Mamoruanime
Re: Zelda Engine
« Reply #23 on: December 09, 2010, 11:33:13 pm »
  • ^Not actually me.
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 9786
I actually didn't know that :x I've been porting over anything I make in that to Gale :p
Logged

Xiphirx

wat
Re: Zelda Engine
« Reply #24 on: December 10, 2010, 12:25:20 am »
  • Xiphirx
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3007
I actually didn't know that :x I've been porting over anything I make in that to Gale :p

Windows > Animation ;P
Logged
  • For The Swarm

Mamoruanime

@Mamoruanime
Re: Zelda Engine
« Reply #25 on: December 10, 2010, 12:42:37 am »
  • ^Not actually me.
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 9786
I actually didn't know that :x I've been porting over anything I make in that to Gale :p

Windows > Animation ;P

Ohsnap. Well I'll have to look into that then :P It's like... In CS2 right?
Logged

Xiphirx

wat
Re: Zelda Engine
« Reply #26 on: December 10, 2010, 12:47:11 am »
  • Xiphirx
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3007
I actually didn't know that :x I've been porting over anything I make in that to Gale :p

Windows > Animation ;P

Ohsnap. Well I'll have to look into that then :P It's like... In CS2 right?

Yeah :P When you want to save a gif use save for web and devices in the file menu :P
Logged
  • For The Swarm

Antidote

>.>
Re: Zelda Engine
« Reply #27 on: December 10, 2010, 03:39:32 am »
  • In all seriousness who's serious?
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1485
Windows -> Animation

I don't know if it supports apng though :/


The really dumb thing is each animation HAS to be a separate layer, and tweening sucks :/
« Last Edit: December 10, 2010, 03:43:18 am by Antidote »
Logged
  • Axiomatic Data Laboratories
Re: Zelda Engine
« Reply #28 on: December 10, 2010, 04:41:24 am »
  • *
  • Reputation: +3/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3374
You aren't forced to tween, I just had layers hiding/unhiding. But the default tweening is annoying.
Logged
Quote from: Jason
Your community is a bunch of stuck up turds.

Antidote

>.>
Re: Zelda Engine
« Reply #29 on: December 10, 2010, 08:21:10 am »
  • In all seriousness who's serious?
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 1485
That's what i meant Darklight ;D
Logged
  • Axiomatic Data Laboratories
Re: Zelda Engine
« Reply #30 on: December 10, 2010, 01:33:12 pm »
  • (y)(;>.<;)(y)
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3293
First time I ran it, I selected no then yes then moved right and it crashed. I haven't been able to replicate this so I'm willing to blame it on evil ninja-gremlins. The walking around, text and sword swinging otherwise were fine second time I ran it.
Logged

Xiphirx

wat
Re: Zelda Engine
« Reply #31 on: December 10, 2010, 05:42:06 pm »
  • Xiphirx
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3007
I tried to run it, but it complained that I didn't have Direct3Dx 9 installed, but I have DirectX 11 installed :|

Isn't Direct3Dx a part of DirectX?
Logged
  • For The Swarm
Re: Zelda Engine
« Reply #32 on: December 10, 2010, 06:16:07 pm »
  • *
  • Reputation: +9/-0
  • Offline Offline
  • Gender: Male
  • Posts: 3725
Yeah, I had the same problem, but I downloaded the latest DirectX runtime and it was problem solved. Although I had installed a previous DirectX runtime.
Logged
Re: Zelda Engine
« Reply #33 on: December 11, 2010, 05:21:39 pm »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Posts: 2245
yeah, that error comes from not having an up to date version of directx installed, i'm using the latest.

At the moment I'm working on collisions, NPC's and pathfinding.  It's all done via what I refer to as an InputController in the engine, I've designed it so that the input for different states, standing, walking atc. is implemented using an abstract interface, so it could be coming from a keyboard, gamepad etc. In this case though it implements a system to find the best path and sends the appropriate input and thus I can reuse the existing states I've already created for link in this case and use it move NPC's around, I can also see it being pretty useful when the developer needs to wrestle away control from the player for like a cutscene.
Logged
Re: Zelda Engine
« Reply #34 on: January 03, 2011, 11:42:28 pm »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Posts: 2245
I've updated the attached file on the first post.  This version introduces a base character object that can be used for any object that faces in 4 directions and interacts with the environment, it takes care of the collisions with solid objects and also is the required class for most of the states, which means most objects that inherit from this class can also reuse the same code that I use for link.  I've also made changes to the audio handler.

It adds a few blocks and a sign to demonstrate the new features, I've had to temporarily do away with sword swinging.

It also introduces some new "events", in my engine "events" are implemented as interfaces, initially I only had two interfaces, IRenderable which allows you to draw things and also IUpdateable which allows you to execute code per cycle.

This version introduces 3 new interfaces, ICreateable which gets executed when an object is added, ICollidable which gets executed on collision and also provides you with additional collision methods, and IInteractable which gets executed when link tries to interact with the object.
Logged
Re: Zelda Engine
« Reply #35 on: January 18, 2011, 01:31:18 pm »
  • *
  • Reputation: +0/-0
  • Offline Offline
  • Posts: 2245
Uploaded a new version. This version adds a few new things:
[ul]
  • A Pushable Block
  • (Rather Crappy atm)Day/Night Cycle
  • Transitions (Activatable by running to the edge of the screen or by pressing X)
[/ul]
Logged
Pages: 1 [2]   Go Up

 


Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.045 seconds with 66 queries.

anything