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Messages - Xiphirx

Pages: 1 2 3 [4] 5 6 ... 94
61
Discussion / Re: Getting a foothold in Game Development
« on: March 01, 2011, 02:47:35 am »
If you're completely serious about game development, I would suggest starting to learn a programming language.

If you feel that Game Maker is fine for you right now, I feel like the docs that comes with it explains pretty much anything you need for GML....

Otherwise, if you are looking to make a Zelda game, you can take a look at the ongoing ZFGC Minish Cap Engine here: http://www.zfgc.com/forum/index.php?board=305.0

63
Coding / Re: Anyone good at html?
« on: February 18, 2011, 06:31:21 pm »
Can you describe the problem more? :/ Screenshot perhaps? In Chrome, if it's too thin, the main content is shoved under the menu.

64



Oh and what Niek said
Quote
Oh yeah, I don't know who you are, nor do I know your reputation. You can claim a lot online, but I do not trust you with my data. You do not have the reputation of a professional.

Good-bye from the forums. 

Uncalled for.


Because I said "Good-bye"?
He said he wasn't coming back...So I said good-bye.  If I was really trying to be a DICK I would have put other words in place.

It just comes off as confrontational, its nothing too serious, but I sense a bad vibe forming in this topic.

Yes, I have spidey senses. :D

65
I can't believe how unintelligent and rude you people have responded to this. Consider this my last post here. (don't bother saying "like omg yay!" because I already know)

Sorry, I just read the whole topic and it seems like you cannot take criticism. You were the only one with a rude attitude.

Sorry that you feel that you must leave. Take care.


Oh and what Niek said
Quote
Oh yeah, I don't know who you are, nor do I know your reputation. You can claim a lot online, but I do not trust you with my data. You do not have the reputation of a professional.

Good-bye from the forums. 

Uncalled for.

66
I thought GM automatically did Additive blending :|

I haven't used it in forever so yeah :P

67
This is what you want to apply with 50% opacity.

68
Coding / Re: Programming Q & A Round II
« on: February 16, 2011, 12:03:01 am »
The first: I was applying the texture with alpha blending on, so ... yeah :P

Second: I didn't resize the depth buffer

69
Coding / Re: Programming Q & A Round II
« on: February 15, 2011, 04:37:47 am »
I actually got it to render "correctly"...

It renders lines, like it should, but the colors of every line change when each succeeding line's color should be changing only...

Its like, if I put one red line, then one green line, and then one blue line, it would show the red line fine, then it would show the green line along with making the red line green, and so on for the blue...

Why is this so hard :|



I had another question too, how do you resize (read: not scale) a texture?


Solved :3.


70
Coding / Re: Programming Q & A Round II
« on: February 15, 2011, 01:16:05 am »
I replaced it with glVertex2d, but nothing...

I don't think the texture is invalid, if I put glClearColor(1.0f, 0.0f, 0.0f, 1.0f), it displays red... So I suppose its somewhat working? :/

71
Coding / Re: Programming Q & A Round II
« on: February 14, 2011, 04:47:54 am »
alright, I have implemented the code, but nothing is displaying...

Initialization
Code: [Select]
// -- Create FBO
//Create Rendering buffer
glGenRenderbuffersEXT(1, &flamesFBODepth); // Create render buffer
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, flamesFBODepth); // Bind the render buffer
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, sw, sh);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, flamesFBODepth);

//Create Texture
glGenTextures(1, &flamesFBOTexture);
glBindTexture(GL_TEXTURE_2D, flamesFBOTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, sw, sh, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

//FBO
glGenFramebuffersEXT(1, &flamesFBO);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, flamesFBO);

glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, flamesFBOTexture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, flamesFBODepth);

//Check if it was successfully created
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
return false;

//Unbind...
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);

Before I draw stuff that I'd like to go to my FBO
Code: [Select]
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, flamesFBO);
glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT);
glClearColor (1.0f, 0.0f, 0.0f, 1.0f);
glLoadIdentity();

Then its my rendering code, then

Code: [Select]
glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

Afterwards, when I want to render the FBO to the screen...

Code: [Select]
glBindTexture(GL_TEXTURE_2D, flamesFBOTexture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left

glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left

glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f); // Top Right

glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);

And nothing appears (hooray :|)... Any ideas as to what I'm doing wrong? :(

72
Coding / Re: Programming Q & A Round II
« on: February 13, 2011, 06:36:17 am »
Apparently not with OpenGL, I have to draw to a separate buffer (FBO) and render that buffer, then the main buffer that I draw other things to.

73
Coding / Re: Programming Q & A Round II
« on: February 13, 2011, 06:15:28 am »
Xiphirx, there's no need to store the buffer itself.  This would be a pretty big DICK for game programming if we had to constantly copy buffer data (i.e. we put a buffer in your buffer so you can draw while you draw!).  Instead, simply store all objects that are to be drawn in a collection (List, LinkedList etc).  Each iteration of your program's main loop, just draw everything in that collection.  You can add additional drawings to your canvas by adding them to the collection when they're drawn.

Thats the thing, it isn't a game that has objects that I can just draw whenever. It's a paint program, so you cant recreate the strokes.

I talked to people on an IRC about this and was told that FBO's were the way to go, however SDL+OpenGL (which is what Im using) doesnt support them, so I need to convert my code into native OGL code, which shouldn't be hard.

74
Coding / Re: Programming Q & A Round II
« on: February 13, 2011, 12:11:13 am »
OpenGL question:

How do I preserve the current buffer's contents? I am making a sort of painting program, so I need to preserve the canvas, but I also need to draw things on top of it that are not a part of the canvas. I have been looking at glReadBuffer, glReadPixels, but I do not know how to store the pixel data, then re-render it :<

Any help?

75
Discussion / Re: I need some help finding a formula
« on: February 12, 2011, 09:55:46 pm »
Although I dont know the formula name, couldn't you just subtract the distance between the objects from the objects height?

76
Coding / Re: Programming Q & A Round II
« on: February 12, 2011, 09:53:59 pm »
General question not pertaining to any particular language:
How would I start to go about making a tile engine?  Something that loads tiles based upon whatever(text file or other).
It is something I still am having trouble even concepting.  Sorry, I'm a newb.

I would like an answer more directed at C#/XNA or C++ but it can be a generalized answer.

Not wanting a "how to" just where to being or how to start it.

First you may want to start thinking of a file format for your map files.

77
Other Projects / Re: Charred Bristle
« on: February 12, 2011, 04:02:46 am »
btw


78
Coding / Re: Programming Q & A Round II
« on: February 11, 2011, 04:53:06 pm »
How to engine? :(

79
Graphics / Re: Sprite MC of Azur
« on: February 06, 2011, 03:39:34 am »
The back of the armor needs more shading. It also needs more contrast. I also don't think the square shield suits the guard well.

80
Zelda Projects / Re: [Demo] The Crystal of Gidna
« on: February 04, 2011, 05:46:16 am »
!@#$% yes. Awesome that you're continuing this :3

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