-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|640|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Off Topic -> AGAWFrame

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Posted : Thursday, 11 January 2018, 16:04
Jayenkai


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Posted : Friday, 12 January 2018, 13:39
Jayenkai


Today's "big task".. Buffer stuff.
Introducing : Draw Tile to Buffer.

No recolouring, no scaling, no rotation, no alpha (other than 0 = don't draw), no flipped tiles..
Nothing..

But.. I can draw about 100 tiles to a buffer per frame, and then draw that single tilemap/buffer as if it's any other sort of image.
I reckon that's enough for now.

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Posted : Monday, 15 January 2018, 13:37
Jayenkai


Instant improvements from the previous edition.

1. All the sprites are now 32x32, so everything *should* end up looking a little better... Although, as you can tell, little to no polish has yet been added.
2. The background, although not yet done, will be drawable on a single tilemap sheet, so that should run a little smoother.

.. And that's it, because there's no game coded or level generator or anything else. That's pretty much everything, right there!!

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Posted : Monday, 15 January 2018, 16:47
rychan
Yayy more flapadiddle!
Posted : Friday, 19 January 2018, 13:16
Jayenkai


I *think* that should work...!
Scrambling the test text of
I need to double check 1,2,3.. ! that this is outputting the same text!*!* that the ORIGNnaalilnanianal ver5!i()n is also Outbutputputting.!!-=-=[l;.,Quaaa!

Both appear to be outputting the same string.
I will, of course, need to double/triple check all of that, but it seems mostly workable...
*phew*

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Posted : Sunday, 21 January 2018, 07:58
Jayenkai


Scoreboard update.
I can now functionally send the scoreboard data to the scoreboard .php and receive the scoreboard listings back again. The old scoreboard script is still working nicely at it's end, so it was a case of figuring out a way to grab the data at the game's end.

All is now golden!!

Next I need to add some kind of Name Entry thing, and then get the framework to automatically send and receive the scores as necessary.

Been a long hard slog to get this all working, and the server-switch midway caused a bunch of errors that I had to code around. Mostly that this server's Apache sends a slightly different output format than the previous one!!
Bah, humbug!!!

I've now made things a little more foolproof, so hopefully it should work without me needing to fixup all my games, every time I change servers!

... Or at least, I hope so, anyway..

In the end, I tweaked the server's script ever so slightly to place a marker at the start and end of the data. It only happens for games > 549, so old Monkey-based games won't be hit by the tweaks.
Otherwise, everything's exactly how it used to be on the php side, and everything should (!) be happy together.

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Posted : Tuesday, 23 January 2018, 15:24
Jayenkai

View on YouTube
Posted : Tuesday, 23 January 2018, 16:33
rychan
It's looking good!
Posted : Saturday, 27 January 2018, 03:30
Jayenkai


Done a lot of Framework tweaks, this week, so figured I'd better log into my VirtualBox edition of Ubuntu to check everything still runs OK when copied over to there.
.. Except.. Um..
Something not quite right, there!
I've left it doing updates in the hope that that solves the odd corruption.

Meanwhile...
> Reveal 🔎

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Posted : Saturday, 27 January 2018, 05:28
Jayenkai


Mac seems to be getting closer.
I'm still having a really odd thing happen, where the game runs file if executed from XCode, but if I try to run the .exe on its own, it appears to lose access to all the files in the data folder.
That's a bit weird...
Must be a "rights" issue or something.
Not sure..

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Posted : Sunday, 28 January 2018, 12:32
Jayenkai
Sunk WAY too much time into the folder stuff, this weekend, but it's finally paid off.
Now when I compile on the Mac, it becomes one of those "Everything under a single icon" App doohickeys.
It's "almost" perfect, but I now need to look in to how I'm supposed to save highscores and things.
I've noticed a Read-Only flag in the App Bundle description, so I'm guessing it's something in there
*shrugs*
Will have to have a good read up on that, tomorrow.

I also need to look into how icons are done. Shouldn't be too hard, I imagine, but god only knows how many sizes of icons Apple will want from me!!

But, now, finally, I can run build.bat on the PC, hit "M" for Mac, and have it generate a fully ready "AGAWGame" folder and .xcodeproj file.
Then it's a simple case of dragging that over to the Mac, opening the xcodeproj file, and hitting Build.

The result is a single "AGAWGame" Mac app.
\o/yeay\o/

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Posted : Sunday, 28 January 2018, 14:12
rockford
Excellent stuffage
Posted : Friday, 02 February 2018, 05:52
Jayenkai
Icons!

I've now got my icon generator to create a Windows.ico file! Wowie!
It contains a whole bunch of different sized icons, too.

Neato.

I then tried to create a Icon_Mac.iconset, and although Finder is displaying it as such (Hit Space in finder to see that the folder's an IconSet) , and I can copy that over to the XCode project... It isn't actually adding it to the bundle, during compiling.
Will have to faff about with that, later, once I'm in front of the Mac. It's slow and awkward trying to do fiddly things like that, using only Remote Desktop!!

Next up, trying to figure out how to do icons in Linux. I expect this will be the one that causes me to go completely insane.

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Posted : Saturday, 03 February 2018, 07:01
Jayenkai


Generic Eggs!
Grab the eggs to double, triple or .. um.. fiveybobs.. the points you earn.
Got the pickup and bonus mechanics working, but haven't yet added nice smooth "follow" mechanic for the eggs, so you can tell how many you've currently got.
Once I've added flame-bars and other dangers into the mix, the eggs will be smashable by those, so bonuses will be based on how well you protect yourself and your little eggs.

... So, yeah, gotta do that, now!

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Posted : Saturday, 03 February 2018, 09:25
HoboBen
For Linux icons you may just be able to get away with a dot desktop file

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Posted : Saturday, 03 February 2018, 10:07
Jayenkai
Yeah, I'm learning.. bit by bit!!

I’ve also been told that 64bit exes are the way to go in Linux, that the tests don’t run in Alpine, and that there’s no audio in some other distribs...
Bloody Linux, ffs!!!!

In the meantime...


View on YouTube

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Posted : Sunday, 04 February 2018, 09:53
Jayenkai


My Windows window has getted a Icon!!!

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Posted : Sunday, 04 February 2018, 15:22
Jayenkai
Just released the first proper test edition of Flappadiddle Doo.
It's available from here if you'd like to give it a go, on either Windows, MacOS or Linux.

I think I need a sleep, after all that.
Been a busy busy day!

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Posted : Sunday, 04 February 2018, 16:13
rychan
\o/ Will do!
Posted : Sunday, 04 February 2018, 16:23
rychan
Works fine over here on Win 7

I see the htibox detection has been improved somewhat also which is cool, nice intro stage too!

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Web / Game Dev, occasionally finishes off coding games also!

Refresh Games - Game Dev Blog
Posted : Sunday, 04 February 2018, 18:32
steve_ancell
I'm not getting any audio on that one Jay.
Posted : Sunday, 04 February 2018, 18:35
steve_ancell
It's kind of weird, first I had sound on my PC and now I'm not getting any since running the game. Gonna try re-starting the PC and retry.
Posted : Sunday, 04 February 2018, 20:41
therevillsgames
Had a quick go of Fladppadiddle Doo (great name) (FlappadiddleDoo_Test_One_Blog_20180204) running on my work's PC.

Whilst loading, the animation was juddery. The sound and music played okay. The controls were a spongey and didnt respond that quickly, sometimes it felt like the game wasnt running at full FPS...
Posted : Sunday, 04 February 2018, 22:28
Pakz
Works here. No problems.
Posted : Monday, 05 February 2018, 00:10
Dabz
Works lovely here...

I even chucked the Linux version through a Debian 9 VM... Smooth as silk!

Top job that mind!

Dabz

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Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
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