volkom said: »
Nah...thinking about it I haven't actually been on the forums too much lately but to lurk...lol
I'm offended as to not being included on the character screen..what is this nonsense?!
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volkom said: » Nah...thinking about it I haven't actually been on the forums too much lately but to lurk...lol I'm offended as to not being included on the character screen..what is this nonsense?! Anyone have any experience in programming in Direct 3D for 2D graphics?
Leviathan.Chaosx said: » Anyone have any experience in programming in Direct 3D for 2D graphics? no, but as far as compatibility on systems go I'd say go for opengl. (this comes from not being able to get directx to work properly in virtualbox /rage) Hmm, I'll look into how hard opengl is.
Still trying to get the hang of Visual Studio 2010. ***is confusing. Leviathan.Chaosx said: » Hmm, I'll look into how hard opengl is. Still trying to get the hang of Visual Studio 2010. ***is confusing. I have that... the difference being from what I understand is opengl is opensource, making it great for cross-platform projects, directx really only works in windows... like if you wanted it to be on windows, linux, android etc you'd want it to be in opengl. what are you playing with? xna game studio? Bahamut.Jetackuu said: » Leviathan.Chaosx said: » Hmm, I'll look into how hard opengl is. Still trying to get the hang of Visual Studio 2010. ***is confusing. I have that... the difference being from what I understand is opengl is opensource, making it great for cross-platform projects, directx really only works in windows... like if you wanted it to be on windows, linux, android etc you'd want it to be in opengl. what are you playing with? xna game studio? Apparently you can't make stand alone .exe's like you could with Borland. Lame. Leviathan.Chaosx said: » Bahamut.Jetackuu said: » Leviathan.Chaosx said: » Hmm, I'll look into how hard opengl is. Still trying to get the hang of Visual Studio 2010. ***is confusing. I have that... the difference being from what I understand is opengl is opensource, making it great for cross-platform projects, directx really only works in windows... like if you wanted it to be on windows, linux, android etc you'd want it to be in opengl. what are you playing with? xna game studio? Apparently you can't make stand alone .exe's like you could with Borland. Lame. I've only played with VB and installed the xna and windows phone extensions to VIsual Studio, I haven't played with the latter two after installing though... I'm messing around with SDL now. Worst case scenario I make an installer with the runtime ***.
This thread puts me in a doodlin' mood. Hmmm...
/needs to PM Yomi and Leila Triple team! RAWR! Caitsith.Zahrah said: » This thread puts me in a doodlin' mood. Hmmm... /needs to PM Yomi and Leila Triple team! RAWR! Caitsith.Zahrah said: » This thread puts me in a doodlin' mood. Hmmm... /needs to PM Yomi and Leila Triple team! RAWR! can make those League of Legend's style champion art pics ;o Ok checklist:
Compiler... check Graphics and Sound Libraries... check Testing: Set to full screen using hardware double buffering... check Get pixel and set pixel colors... check Load and display .bmp's anywhere on the screen... check Display text... check Still to do: Display and move sprites Test out sound and music Make installer with all necessary files for run time Code the actual game (lol) So far so good. Leviathan.Chaosx said: » Ok checklist: Compiler... check Graphics and Sound Libraries... check Testing: Set to full screen using hardware double buffering... check Get pixel and set pixel colors... check Load and display .bmp's anywhere on the screen... check Display text... check Still to do: Display and move sprites Test out sound and music Make installer with all necessary files for run time Code the actual game (lol) So far so good. /gasp Wait! Are you doing this?!? /cheer Ok well SDL only let's you use wave files, but that shouldn't be a problem. Someones already got a nicely coded sound engine so I can have one wav playing for music and other wav's for sound effects.
Getting a .wav file to play was the easiest thing I've done all day, lol. Also all images are in .bmp format I'm not too fancy with graphics, so I'm going with 800x600x8 (256 colors).
If you didn't want to make one from scratch couldn't MUGEN be used for this? I am not really familiar with it but from what I understood you just need your own pixel art for various movesets, most move types are downloadable or included otherwise.
Nah I'm using SDL. People already have a lot of examples, engines, etc. for it.
I wasted like 3 hours this morning/afternoon trying to code direct draw from scratch, lol >.<
EDIT: /uninstall DirectX SDK I just thought of a great mob...
Leviathan.Chaosx said: » I wasted like 3 hours this morning/afternoon trying to code direct draw from scratch, lol >.< EDIT: /uninstall DirectX SDK lol Caitsith.Zahrah said: » I just thought of a great mob... Leviathan.Chaosx said: » Ok well SDL only let's you use wave files, but that shouldn't be a problem. Someones already got a nicely coded sound engine so I can have one wav playing for music and other wav's for sound effects. Getting a .wav file to play was the easiest thing I've done all day, lol. Also all images are in .bmp format eww .bmp Ok I got a simple sprite of Mario from Super Mario Bros (NES) just walking (only 2 frames) on a blank background.
Using this image: Only problem is I'm not sure how it's going to look on a background with the black in there... chaos what are you programming this in?
want to know for CS related reasons >: Microsoft Visual Studio 2010: Visual C++
Win32 Console Application ew
just had my first experience with that programming in C >_> I dislike I didn't like it at first, but I'm getting used to it.
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