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Messages - LorentzChronon

Pages: 1 ... 3 4 [5] 6 7
81
Zelda Projects / Re: [New Trailer] Legend Of Zelda: The Last Oracle
« on: August 21, 2014, 03:08:11 am »
I thought about it, then made the decision that this place was the best place to post this.

http://imgur.com/a/OhYyi

82
Updates / Re: ZFGC Game Jam '14
« on: July 26, 2014, 03:37:42 am »
/r/showerthoughts
It must take a lot of skill to try and get 2nd place on purpose
I tried to get 3rd place in a contest on purpose earlier this year and succeeded. I'm still not sure how.
dude that's awesome.

83
Updates / Re: ZFGC Game Jam '14
« on: July 25, 2014, 02:28:10 am »
/r/showerthoughts
It must take a lot of skill to try and get 2nd place on purpose

84
Updates / Re: new old moderator
« on: July 22, 2014, 02:11:56 am »
dude. sup? welcome!

85
King of Thieves / Re: A silly little update
« on: July 19, 2014, 08:18:48 pm »
she so fab

86
Coding / Re: Game engine resources?
« on: July 11, 2014, 02:41:41 am »
Been trying to code my own lightweight basic 2D game engine with SFML.net.  I've seen a few websites about 2d game engines but they usually go way beyond the scope of what I want early on.

I have only two source files thus far.  It's in C# in case you could not tell.

PROGRAM.cs
Code: [Select]
/*
 * Created by SharpDevelop.
 * User: owner
 * Date: 7/8/2014
 * Time: 3:58 AM
 *
 * To change this template use Tools | Options | Coding | Edit Standard Headers.
 */
using System;

namespace HyruleEngine
{
class Program
{
public static void Main(string[] args)
{
Console.WriteLine("This is the Hyrule Engine Version 0.0.0.1");
Console.WriteLine("Features in this release: Basic engine functions.");

// TODO: Implement Functionality Here

Console.Write("Press any key to continue . . . ");
Console.ReadKey(true);


GameCore app = new GameCore();
app.Run();



}
}
}

GameCore.cs
Code: [Select]
/*
 * Created by Michael Jeffries
 * User: owner
 * Date: 7/8/2014
 * Time: 4:27 AM
 *
 * To change this template use Tools | Options | Coding | Edit Standard Headers.
 */
using System;
using SFML;
using SFML.Audio;
using SFML.Graphics;
using SFML.Window;

namespace HyruleEngine
{
/// <summary>
/// Description of GameCore.
/// </summary>
public class GameCore
{
RenderWindow window;
bool gameRunning;
Music musicLoop;
Music musicStart;

public GameCore()
{


}
protected void Init()
{
//Game Initialization code goes here
window = new RenderWindow(new VideoMode(400, 224), "Hyrule Engine");//setting up our basic resolution for our game window
window.SetFramerateLimit(30);//Setting a base frame rate of 30
musicStart = new Music("Resources/Music/lttpOverworldStart.ogg");//test music
musicLoop = new Music("Resources/Music/lttpOverworldLoop.ogg");//blam
musicStart.Play();//playing the test muic
gameRunning = true;//bool for the game loop


}
public void Run()
{

Init();


//main loop
while (gameRunning == true)
{
if (Keyboard.IsKeyPressed(Keyboard.Key.Escape))
{
window.Close();
}
if ((musicStart.Status == 0) && (musicLoop.Status == 0))
{
musicLoop.Play();
musicLoop.Loop = true;
}



window.Clear(Color.Blue);

window.Display();
}
}



}
}


I hope I am on the right track.  What I am aiming for is a simple engine that runs via states: Title, File Select, Game, End/Game Over.  I want drawable objects that draw themselves.  When I worked with XNA, that's how I handled objects that were drawn/active.

I do need to work more on SFML as well.  The damn documentation for .net is skimpy at best.  Been trying to correlate the normal C++ docs to the .net docs.

Anyway, if anyone has any resources , I'd appreciate it.  I should mention that the engine runs fine as is right now so I haven't broken anything yet.

I miss XNA. Based on what you've started so far, it shows you have the understandings of the basic of the game loop which is great. I used to work on a project that accomplished some of these goals you have back when XNA was still officially supported by Microsoft. If you're interested in learning about states and state switching, consider using an interface for each state -- what does the game engine need to call or pass down into these states from the game loop? In XNA it was Update/Draw, and some initialization functions per-state.

You can also consider to add a frames-per-second handler that will monitor and can throttle the rate of these Update/Draw calls. XNA was 'smart enough' to know when to update more often than it did draw. I'm not honestly sure how it made that determination, however.

Anyways, cool stuff. I haven't posted here in a while, but reading about your start kind of inspired me.

87
Entertainment / Re: Terraria big update! 1.2 is here!
« on: October 02, 2013, 06:36:20 pm »
So far I'm really liking the update! The ropes and smoothness changes really make a huge difference.

88
Entertainment / Re: Anyone seen World War Z?
« on: July 01, 2013, 01:36:16 pm »
I don't plan on seeing it, but I saw "This Is The End" and loved it.

89
Quote
2.) Are probably so low level that they'll only be able to talk about pointers.

I feel like this is targeted at me  :)

On the subject of tuning the JVM, this is something the end-user would have to do as well, right?

You may be included in that group!

Unfortunately sometimes the user ends up having to tune the JVM (see minecraft as a perfect example), but good developers usually provide the JVM tuning parameters by default in their program bootstrap script (basically which runs their program using certain parameters in the JVM). Thankfully for my case at work, we run Java on a server, so we manage that and obviously the end user does not.

90
Can someone say me because no one recommends Java? D:
I also made some good experiences with (Lwjgl), Slick.

Java should be slow I heard, but is Java really that bad?

Java is actually not as slow as many state. Of course, you have levels of abstraction, and there is automated garbage collection, but these can be pushed into positives rather than negatives. If someone is telling you Java is 'too slow' then they 1.) Don't know how to tune the JVM and 2.) Are probably so low level that they'll only be able to talk about pointers.
Java is used in enterprise software for many high performance utilities, and is chosen because on a server it can be very effective and development is rapid with the numerous amounts of tools and support from other companies.

Of course though there are downsides. Some companies don't keep their tools up to date, and the employees are then forced to use outdated software to develop in. Is that Java's fault? Not as much though as the employer (hints to an anecdote deep inside my career)

91
Entertainment / Re: Video Game Physics, Controls and Rules
« on: June 17, 2013, 06:07:16 pm »
I feel like the controls shouldn't be too stiff, and the movement engine should be setup in such a way that it works with the game system.  For example...I feel the first Legend of Zelda's controls are way too stiff.  Link walks like he's on a grid (because he is), and that kind of movement just isn't suited for that type of combat system. 

I think you make a really good point here about the type of combat system. It's interesting to observe the changes between Zelda 1 and Zelda LTTP, and how you are freed from that 'grid' and can be a bit more fluid in your movements. It's because of that which I believe led LTTP to its success.

92
Graphics / Re: Starforsaken101's Artwork Topic
« on: June 16, 2013, 07:16:11 pm »
Always a pleasure looking at your art, Star! Awesome stuff

93
Excellent looking stuff!

94
Code / Re: Repository
« on: June 12, 2013, 02:59:31 pm »
Submoduling gears may be a good idea down the line at some point. Git DOES allow nested git repos however, even without submodules.

95
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: June 09, 2013, 08:47:30 pm »
Very awesome stuff!

96
Discussion / Re: New Multiplatform Zelda Engine & OOT2D Project
« on: June 06, 2013, 04:01:27 am »
This should go to "Discussions", because nothing is concrete yet.
Leave the !@#$% job to us.

Now I'll never know what that curse word is! shucks.

97
Updates / Resources Being Removed From CMS
« on: June 05, 2013, 08:44:38 pm »
Hi guys, just a followup to the original heads up found at http://zfgc.com/forum/index.php?topic=40676.0
We are taking the resources off of the CMS in our motion going forward so that we can replace the CMS.

Thanks!
--Lorentz

98
King of Thieves / Re: [UPDATE 6/4/13]Code Release
« on: June 04, 2013, 01:24:54 pm »
We're using git, how do you LOSE code? xD

I was thinking the same thing lol

99
Hi Aero. Sorry for the convenience. We did try to give you guys some ample time and notice, but I guess not all news are read by members.

In any case, the new place for these is definitely the wiki. We're focusing on moving off of the CMS so we can replace it with something much more fitting to ZFGC's future.

Thanks!

100
Graphics / Re: Moffett1990 sprites/artwork
« on: May 28, 2013, 10:51:47 pm »
Wow ! Talk about frustrated , I haven't been on here for about a good week so imagine my surprise when I check my email and see someone chewing me out . First I'd like to say sorry to anyone offended by anything that was said . Now I'd Like to explain what I mean and then address the issue . My younger brother asked to use my laptop to do some studying lastnight so of course I said yes what brother wouldn't want to support their brothers studying ,he is also a huge Zelda fan and a big fan of my work and many other projects on here . Him being the hot headed 16yr old he is decided to comment back as me -_- WTF?!? Who does that ? So again I apologize for that , now for the issue at Hand I myself im all about giving credit if I use someone else's sprite(s). I was unaware that u didn't mention that I did not do the leaves and tight butthole I used them as a place holder until I actually made my own which I still haven't gotten around to doing yet I've been to busy working on a web series based off a book my cousin and I wrote. I do however agree that there is nothing wrong with recycling old unused sprites wether it be the Actual sprite or an edit as long as it is used to create something awesome for the community or any other Zelda fans to use or enjoy . I also agree with giving credit where it's due  although I have seen plenty people not ive seen a lot of my sprites used and edited in games or just on sites some gave credit some even asked to use them but many didn't and me personally I don't to much care that's what they are there for I'm not paid for this they are base on ZELDA which doesn't belong to me so in a way the sprites don't either , but I do understand some people really want credit so until I get a chance I'll find that sprite sheet and put the proper credits as for the rest of my sprites I'm 99% they are all mine but after I check I'll be 100% lol so again sorry to anyone that idiot offended anyone who knows of me knows I'm pretty open to criticism and would have known that wasn't me .

You have the same exact grammar as your brother.

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