Zelda Modern
#226
Posted 04 July 2010 - 08:20 PM
If a font is requested to allow for unicode properly, I've got one handy. The terms should allow its use.
#227
Posted 04 July 2010 - 08:22 PM
The whole idea of everything being script supported, like enemies and other non-hardcoded things, doesn't seem to be newbie-friendly though.
Edited by Christian, 04 July 2010 - 08:24 PM.
#228
Posted 04 July 2010 - 08:31 PM
#229
Posted 04 July 2010 - 09:43 PM
#230
Posted 05 July 2010 - 02:28 AM
Actually, I'm kind wondering how LTTP scrolling would work. Could someone explain?
Sure, no problem. Here you go:
glMultMatrixf( &m );
..I kid, I kid... But seriously.
Wait until you get into pointers! Those will give you massive headaches- especially when tracking down memory leaks and junk pointers. Despite that, dynamic memory allocation is very rewarding.
Using template classes that manage your memory for you is even more rewarding than doing it yourself.
Are things like long double or wchar_t used a lot?
I actually haven't found a single use for a double precision type yet in a game programming context. Based on that (games that is) I have to say they are pretty worthless IMO. Of course if that statement is questionable then please enlighten me. =P
We've decided to use SFML.
What did I miss? When was that decided? ..Oh well. Guess that takes care of that.
Well I did just get done messing around with SFML and at the time I didn't really feel like sharing my opinions about it, but I think I'll do that right now, so here it is in a nutshell:
Good - SFML is reasonably small and tidy, and the linking libs come in components, so you don't have to use the whole shebang. Plus modifying the source is pretty painless.
Bad - SFML takes encapsulation a little too seriously and hides some important data you NEED to access. (I need to at least =P) So we are 100% guaranteed to have to modify the source code in some small way. Also a full stable version is not out yet, so periodic updates could be required.
Good - Cross platform input, window, and joystick functions wrapped in an easy-to-use c++ API.
Bad - I found the graphics package to be really obtrusive. For example: To draw a triangle you have to create a polygon class, send via functions some data, then render it by using a Window instance. Here's another one: You need a RenderWindow class, a Sprite class, and an Image class to draw a sprite. Your Sprite needs an 'Image' handle and your RenderWindow needs a Sprite handle. You can't just draw a sprite from the Sprite itself, Only a RenderWindow( object ) call can draw stuff.
The way I view this is lots of unnecessary memory being wasted and lots of extra pointers being thrown everywhere. I don't see how you can get away from this the way it's designed. Also it doesn't support batching or delayed drawing so be expected to write some big functions with huge amounts of sf::object types as an integral part. The sfml::graphics api just doesn't seem suited for large projects IMHO.
Since most of the bad points, and none of the good ones, has to do with drawing, I therefore I propose the following: Using the easy to use c++ interface of the sfml::window library, sfml::main library, and the sfml::input library, and foregoing the use of the sfml::graphics library directly.
..Yeah I know, picky picky picky. In all honesty though it IS completely backwards. That much is certain.
Edited by Gleeok, 05 July 2010 - 02:28 AM.
#231
Posted 05 July 2010 - 06:58 AM
Well I did just get done messing around with SFML and at the time I didn't really feel like sharing my opinions about it, but I think I'll do that right now, so here it is in a nutshell:
Good - SFML is reasonably small and tidy, and the linking libs come in components, so you don't have to use the whole shebang. Plus modifying the source is pretty painless.
Bad - SFML takes encapsulation a little too seriously and hides some important data you NEED to access. (I need to at least =P) So we are 100% guaranteed to have to modify the source code in some small way. Also a full stable version is not out yet, so periodic updates could be required.
Good - Cross platform input, window, and joystick functions wrapped in an easy-to-use c++ API.
Bad - I found the graphics package to be really obtrusive. For example: To draw a triangle you have to create a polygon class, send via functions some data, then render it by using a Window instance. Here's another one: You need a RenderWindow class, a Sprite class, and an Image class to draw a sprite. Your Sprite needs an 'Image' handle and your RenderWindow needs a Sprite handle. You can't just draw a sprite from the Sprite itself, Only a RenderWindow( object ) call can draw stuff.
The way I view this is lots of unnecessary memory being wasted and lots of extra pointers being thrown everywhere. I don't see how you can get away from this the way it's designed. Also it doesn't support batching or delayed drawing so be expected to write some big functions with huge amounts of sf::object types as an integral part. The sfml::graphics api just doesn't seem suited for large projects IMHO.
Since most of the bad points, and none of the good ones, has to do with drawing, I therefore I propose the following: Using the easy to use c++ interface of the sfml::window library, sfml::main library, and the sfml::input library, and foregoing the use of the sfml::graphics library directly.
..Yeah I know, picky picky picky. In all honesty though it IS completely backwards. That much is certain.
I don't see why we shouldn't use different parts of things to satisfy our needs though.
Unless the other alternatives as equally as good/easy to use functions for window/input as sfml, in which case we might as well use those.
#232
Posted 05 July 2010 - 11:28 AM
Basically, you can do anything you can in a 'windows' application.
Here's one screenshot of a dialog editor using wx:

Now imagine the controls (buttons, menus etc. in the lower right-hand corner replaced by tiles, the dialog in the middle by a screen, the properties in the lower left hand show tile properties, the component tree on the top left becomes a list of maps whereas at the top right there's a minimap of the current map.
Menus and toolbars hold ZM-related items, scrollbars stay (and can be added around the main screen too).
We could have multiple windows if we want - or, as in the screenshot, tabs.
The panels round the side with a "pin" icon can be detached to become windows of their own and moved around the screen too.
That's one way the new editor could work.
#233
Posted 05 July 2010 - 12:06 PM
Just a quick update: SFML seems to be set up right, while I'm having problems building a universal binary for wxWidgets. I know this should be possible...probably just making a silly mistake. This shouldn't slow me down too much.
Yeah, I'm also having problems building a wx project with Code::Blocks...
#234
Posted 05 July 2010 - 12:31 PM
#235
Posted 05 July 2010 - 10:12 PM
#236
Posted 06 July 2010 - 12:03 AM
So Gleeok: do you think you could break through this nuiciance of SFML and enable us to directly draw primitives and such? Or even set things up to use SFML for everything except graphics.
#237
Posted 06 July 2010 - 02:27 AM
Like I also said a ways back in this thread, I'd by glad to help at least with the rendering so as to simplify that aspect of it when or if this project gets off the ground. Of course I'm not forcing anyone to have to use OpenGL if no one wants it, however the alternatives are D3D (windows only) and soft rendering, so I would think this is a no-brainer. Be warned though if this ever gets somewhere and I am involved, then I insist that drawing be at least 10 times faster than game-maker.
#238
Posted 06 July 2010 - 11:11 AM
I think it might be a good idea to have the core game code library-independent where sensibly possible, so the core is just a bunch of numbers representing the game and methods for manipluating them (like movement, creating/destroying enemies etc.). The UI/graphics etc. code can then be called from the core but without beeing too entwined.
#239
Posted 06 July 2010 - 04:15 PM
I think it might be a good idea to have the core game code library-independent where sensibly possible, so the core is just a bunch of numbers representing the game and methods for manipluating them (like movement, creating/destroying enemies etc.). The UI/graphics etc. code can then be called from the core but without beeing too entwined.
#240
Posted 06 July 2010 - 06:25 PM
EDIT: Or we could start up that forum and have an official thread there. This is starting to get disorganized what with 16 pages and 240 posts.
Edited by XxGamasterxX, 07 July 2010 - 05:24 PM.
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