doci
Junior Member
Posts: 19
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Post by doci on Jun 23, 2007 18:31:55 GMT
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Post by BonzaiRob on Jun 23, 2007 18:49:06 GMT
SWFs are flash.. be careful about line widths. Unless they set them all to 'hairline' then the lines will stay the same width while the rest scales.
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Post by FMY on Jun 24, 2007 0:03:00 GMT
Now that's quite untrue. You should say: install the flashplayer or gnash if you're on a 64bit machine. It wouldn't work in my firefoox version if I hadn't got gnash, since flashplayer's 32bit, while my browser's compiled as 64 bit. (I could use a 32 bit compiled browser and use th flashplayerplugin of course, but I don't like that).
Anyways, these things sound really cool. I really like th svg image thing, but I don't think we'll be implementing it in our JEPE very soon. I prefer to get every needed thing working before I start doing stuff like this.
School's over for me too now, by the way (secondary school's done!) so I've got time to work on JEPE too now. I'm going to make the sea action-tile and after that, I'm going to make our game independent of GTGE. I don't like that stupid thing, and besides that, we're hardly using it. We'll simply be using Swing for the moment, and I'm going to add OpenGL support later too (users can choose their backend). SDL may be used later too, to make things a little faster, but that's for much later.
BTW: why the hell would you need more than 2TB storage for? I've got 500GB, and I can't get half filled!
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Post by BonzaiRob on Jun 24, 2007 11:33:13 GMT
Lucky you, FMY, I've 2 more exams left, and they're the most important and hardest ones ;_;
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doci
Junior Member
Posts: 19
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Post by doci on Jun 25, 2007 16:01:37 GMT
SWFs are flash.. be careful about line widths. Unless they set them all to 'hairline' then the lines will stay the same width while the rest scales. Everything is in control By the way, i don't need them to be super-sized. What matters is that they are 32 bit, so for battles I will use the original tiles, while in pokedex I'll use the SVGs, because I need poke-back picture too. But of course I can change a bit the style of the battle and put pokemon in a row, like in some fighting game. Then it's quite simple to mirror one SVG and to draw the second normally. Now that's quite untrue. You should say: install the flashplayer or gnash if you're on a 64bit machine. Actually it is true, because if you use IE and you click on the link it just asks if you want to save it somewhere, open it or cancel the download. If you choose open it usually shows the "open with" dialog But firefox displays it as an image. And few ideas/notes: SDL isn't actually quite fast. My engine is VERY optimized and it draws only what you need to see and when you need to see so the game runs quite fast, but without these optimizations it runs at least three times slower than it runs now. Other thing which I noticed that I am not sure how you are planning to implement animations, because you do not use indexed tiles/blocks, but direct images, like data/tiles/some_tile.png I really doubt that PNG's can be animated.
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Post by FMY on Jun 25, 2007 17:20:23 GMT
What about opera? It works fine there, and so it does in konqueror. But you need flahsplayer or gnash. I didn't know that IE wanted to download them however, I've got to admit that.
Oh, in that case, we won't implement it. I started making the new engine, and using the default Swing backend it runs at 2800 fps on an Intel Core 2 Duo E6600 processor. I don't really know how to monitor its CPU usage however (top isn't really accurate, it seems), so I' can't post that. Of course, that 2800 fps is with only little game logic, but still.
MNG images are animated PNGs, but they aren't used very much. Besides we aren't only using PNGs, images can also be GIF or JPEG (I might add some more formats later, but that's not one of my priorities.).
Neither MNGs or GIFs will be supported in the first version of the engine however. Animations will just be big images we devide in the frames. That's already working, we're using it in the grass actiontiles.
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doci
Junior Member
Posts: 19
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Post by doci on Jun 26, 2007 9:05:57 GMT
What about opera? It works fine there, and so it does in konqueror. But you need flahsplayer or gnash.
Yea. Of course. But how many users here in this forum are using linux?
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Post by FMY on Jun 26, 2007 9:34:51 GMT
Only two I'm afraid, bu the others still have the choice between opera and Firefox.
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doci
Junior Member
Posts: 19
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Post by doci on Jul 4, 2007 15:51:19 GMT
Finally. I am back After few days I'll continue development process.
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doci
Junior Member
Posts: 19
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Post by doci on Jul 4, 2007 15:57:32 GMT
And few thoughts: I would really recommend that you would optimize your game/engine as much as possible. Because otherwise the game will not run on handheld devices/pocketpc's and etc. If your game uses more than 5 % of CPU usage it means (I guess) do some more optimizations or drop frame rate. If you can't do any of those two there is technique called 'frame skip', which is easy to implement and it is quite effective.
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Post by BonzaiRob on Jul 4, 2007 19:56:35 GMT
FMY will be on holiday for the next few weeks, and I'm not a good enough coder to think of this XD However, he'll be working on Jepe and generally tuning it for us while he's away. And We haven't really got any plans to run it on handheld devices just now, it would probably be too much work to do really.
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doci
Junior Member
Posts: 19
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Post by doci on Jul 5, 2007 8:57:18 GMT
I see
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