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The Icon Bar: The Playpen: Slightly cold news on page 10! Phlamey breaks the server.
 
  Slightly cold news on page 10! Phlamey breaks the server.
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Jeffrey Lee Message #72402, posted by Phlamethrower at 22:10, 5/12/2005, in reply to message #72400
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Animations are working, and things are being plotted at the correct size :)

Now I just have to tidy up the new code a bit, then add all the other bits of missing code so that peds and cars are more than just static sprites :P

And I seem to have a memory leak to fix :o
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Jeffrey Lee Message #72406, posted by Phlamethrower at 23:31, 5/12/2005, in reply to message #72402
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Fixed that memory leak, but there are obviously a few other problems to sort out :P

http://www.phlamethrower.co.uk/misc2/ofla.gif

That may have been caused by a bug which I'd fixed a few minutes earlier, though :)
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Phil Mellor Message #72407, posted by monkeyson2 at 23:34, 5/12/2005, in reply to message #72406
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
Why have you got a copy of Windows Vista in your gcc directory? :P
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Jeffrey Lee Message #72409, posted by Phlamethrower at 00:05, 6/12/2005, in reply to message #72407
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Hmm, copyright 1996 David Allison. I wonder if he can sue microsoft for stealing the name of his program? :P
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Jeffrey Lee Message #72410, posted by Phlamethrower at 00:34, 6/12/2005, in reply to message #72409
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
All crash-worthy bugs appear to have been fixed, and I may have just taken a screenshot that will help me fix the inaccuracies in my rotated/scaled sprite plotter :)

*makes another note not to press Ctrl-A in netsurf*
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Michael Drake Message #72428, posted by tlsa at 18:49, 6/12/2005, in reply to message #72410

Posts: 1097
*makes another note not to press Ctrl-A in NetSurf*
Why? It should just select all, which is what the style guide says and other apps do. I suppose, if the caret is in a form input text box it should just select all the text in the box and not all the text on the whole page though.
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Phil Mellor Message #72429, posted by monkeyson2 at 19:00, 6/12/2005, in reply to message #72428
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
I think it should pop up a little message saying "please do not press ctrl-a again".
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Jeffrey Lee Message #72431, posted by Phlamethrower at 19:15, 6/12/2005, in reply to message #72428
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
*makes another note not to press Ctrl-A in NetSurf*
Why? It should just select all, which is what the style guide says and other apps do. I suppose, if the caret is in a form input text box it should just select all the text in the box and not all the text on the whole page though.
Yes - it should just select all - Not select all, show the timer, then get stuck in a seemingly infinite loop :P
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Andrew Poole Message #72433, posted by andypoole at 19:32, 6/12/2005, in reply to message #72428
andypoole
Mouse enthusiast
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Posts: 5558
*makes another note not to press Ctrl-A in NetSurf*
Why? It should just select all, which is what the style guide says and other apps do. I suppose, if the caret is in a form input text box it should just select all the text in the box and not all the text on the whole page though.
That's what it does here..
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Michael Drake Message #72434, posted by tlsa at 19:34, 6/12/2005, in reply to message #72431

Posts: 1097
Yes - it should just select all - Not select all, show the timer, then get stuck in a seemingly infinite loop :P
Is this on a specific page or all pages?
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Jeffrey Lee Message #72435, posted by Phlamethrower at 19:40, 6/12/2005, in reply to message #72434
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Only tried it when posting replies on TIB.

I'm using a copy from 14th Sep, so there's a possibility that it's been fixed already. Plus the date in the prog info window isn't style guide compliant :P
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Jeffrey Lee Message #72447, posted by Phlamethrower at 00:07, 7/12/2005, in reply to message #72435
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Peds can now wander around levels, including falling off ledges and bumping into walls :E
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Jeffrey Lee Message #72448, posted by Phlamethrower at 00:29, 7/12/2005, in reply to message #72447
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
I really do need to write a completely new rotated/scaled sprite plotter though, it doesn't cope very well with small sprites :(
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Jeffrey Lee Message #72449, posted by Phlamethrower at 01:11, 7/12/2005, in reply to message #72448
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Not useful :P
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Jeffrey Lee Message #72450, posted by Phlamethrower at 01:20, 7/12/2005, in reply to message #72449
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
QBASIC programmers are pussies, they only know how to draw rotated sprites if they're being drawn tiled :P

http://www.petesqbsite.com/sections/tutorials/tuts/qbrotate.html
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Jeffrey Lee Message #72451, posted by Phlamethrower at 01:55, 7/12/2005, in reply to message #72450
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Gah, even this thread is on Google for "rotated sprite plotting" :P

The search results seem to fall into five categories:
1. Use of sprites in arcade/console games, in particular Nintendo's
2. People asking how to rotate sprites for use in a game they're writing on Windows, and either:
(a) Getting told to use a presupplied function
or (b) Not being given an answer that is useful to me (e.g. using prerotated sprites). Or in some cases answers that aren't likely to be useful to them either.
3. Advertising/downloads of Windows based programs that will perform sprite rotation for you, but either
(a) Are not designed for realtime rotation
(b) Have no source code available
(c) Use an algorithm far inferior to my current one
or (d) Use C mixed with inline x86 assembler to produce Mode X graphics, with insufficient documentation for me to work out what the algorithm is doing
4. 3D maths
5. Pages about RISC OS, a significant proportion of which seem to constist of me talking about sprite plotting :P

[Edited by Phlamethrower at 02:27, 7/12/2005]
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Jeffrey Lee Message #72452, posted by Phlamethrower at 02:09, 7/12/2005, in reply to message #72451
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Finally, someone who knows what he's talking about :P

I Need some help to make a Grand theft auto like game

I plan to make a game called Car Jack 89. It will play similar to grand theft auto but will revolve around a central theme. MONEY. You owe a bookie a large sum of cash and you have to pay installments at a certain time. I already have plans to make a static map entity engine as well as a dynamic one (for cars people ect.) THERE IS A PROBLEM THOUGH. I am having difficulty creating a rotational sprite algorithm. The algorith needs to conform to my sprite routines and be fast as h3ll. If your interested in playing an integral part in this groundbreaking game e-mail me. ridesaburton@hotmail.com
http://www.ticalc.org/programming/upcoming/games/89.html?p=17

*mumbles something about how his college decided to use crappy Casio graphics calculators instead of uber TI ones*

Hmm, I still haven't uploaded my games collection for the fx-9750G. I even had a nethack clone at one point, but didn't make a copy of the code :( (Which was probably because it sucked :P)

*resumes reading about Car Jack '89, in particular the useful post a couple of posts down where someone gives help with rotated sprite plotters*
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Jeffrey Lee Message #72453, posted by Phlamethrower at 02:30, 7/12/2005, in reply to message #72452
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
How come no-one programs anymore? They all cheat and use hardware acceleration, presupplied libraries, or just precomputed images.

*gives up using Google and goes off to devise his own algorithm again*

[edit]

And where is everyone? It's only 2:30 AM! Are you all in bed? :frown:

[Edited by Phlamethrower at 02:31, 7/12/2005]
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Adrian Lees Message #72454, posted by adrianl at 02:50, 7/12/2005, in reply to message #72453
Member
Posts: 1637
How come no-one programs anymore? They all cheat and use hardware acceleration, presupplied libraries, or just precomputed images.
Having just had to chase down another limitation of the NVIDIA chipset without any documentation on it, and with the result being a total machine hang if the limit is exceeded, I wouldn't necessarily call it cheating ;)

And where is everyone? It's only 2:30 AM! Are you all in bed? :frown:
No, of course not :P

[Edited by Phlamethrower at 02:31, 7/12/2005]
Posted using Netsurf, because I know how to edit stuff with it! :P

makes 42nd mental note to finish the NS editing routines.
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Jeffrey Lee Message #72456, posted by Phlamethrower at 02:55, 7/12/2005, in reply to message #72454
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
How come no-one programs anymore? They all cheat and use hardware acceleration, presupplied libraries, or just precomputed images.
Having just had to chase down another limitation of the NVIDIA chipset without any documentation on it, and with the result being a total machine hang if the limit is exceeded, I wouldn't necessarily call it cheating ;)
Well, that's slightly different :P

The use of hardware acceleration implied that you also had the software driver for the hardware. Reverse engineering the hardware to get a software driver is classified as real programming :)

Posted using Netsurf, because I know how to edit stuff with it! :P
I can edit stuff too, it just gets a bit tedious loading webpages through a serial network without any guarantee that NetSurf will have enough memory or display them properly :P

makes 42nd mental note to finish the NS editing routines.
And to stop long words vanishing off the side of the text areas :)
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Phil Mellor Message #72462, posted by monkeyson2 at 09:12, 7/12/2005, in reply to message #72456
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
How did Axis do it?
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Jeffrey Lee Message #72479, posted by Phlamethrower at 16:01, 7/12/2005, in reply to message #72462
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Never heard of the game, so I have no idea :)
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Phil Mellor Message #72480, posted by monkeyson2 at 16:12, 7/12/2005, in reply to message #72479
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
Never heard of the game, so I have no idea :)
link
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Phil Mellor Message #72481, posted by monkeyson2 at 16:13, 7/12/2005, in reply to message #72480
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
Or even:

google cache of vanished page
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Jeffrey Lee Message #72482, posted by Phlamethrower at 16:57, 7/12/2005, in reply to message #72481
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
The foreground enemy tanks got drawn by a slightly different routine at full resolution.
Well, that's nice and descriptive :P

Plotting a screen full of rotated tiles is easy. What's harder is plotting an individual sprite rotated, because you have to make sure the edges are neat and all the sprite coordinates stay within the bounds of the sprite.
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Phil Mellor Message #72483, posted by monkeyson2 at 17:16, 7/12/2005, in reply to message #72482
monkeyson2Please don't let them make me be a monkey butler

Posts: 12380
Plotting a screen full of rotated tiles is easy. What's harder is plotting an individual sprite rotated, because you have to make sure the edges are neat and all the sprite coordinates stay within the bounds of the sprite.
All the baddies wot you shot were rotated. They could turn and move about, and as you rotated the screen, they got rotated too (obviously).
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Jeffrey Lee Message #72484, posted by Phlamethrower at 17:19, 7/12/2005, in reply to message #72483
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Yes. My point was that he goes into considerably less detail about that algorithm than the one he uses for the background :)
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Jeffrey Lee Message #72488, posted by Phlamethrower at 18:24, 7/12/2005, in reply to message #72484
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
I bring you messages and stuff!





The oddly shaped coloured blob on the second screen is just something to test the object spawning/destruction/animation system. The block in the middle of the map constantly spits out the blobs in random directions.
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Jeffrey Lee Message #72495, posted by Phlamethrower at 19:29, 7/12/2005, in reply to message #72488
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
I've started work on the collision detection routines :)

Ped -> ped/car/object collisions are working. Next will be object -> ped/car/obj, then finally car -> ped/car/obj.
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John Hoare Message #72496, posted by moss at 19:33, 7/12/2005, in reply to message #72495

Posts: 9348
...:E
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The Icon Bar: The Playpen: Slightly cold news on page 10! Phlamey breaks the server.