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yohanip

Member Since 21 Apr 2011
Offline Last Active Apr 02 2014 01:06 AM
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Topics I've Started

[Playbook/BB10] Touch The Beat - a rhythm based game

01 February 2013 - 11:01 PM

Hi,

 

Would like to announce a rhythm based game similar with tap tap revenge, guitar hero, tap sonic, etc

 

Touch The Beat

 

Feature:

  1. Native Development
  2. 3D Environment, powered by irrlicht!
  3. Facebook Integration

 

A screenshot

129416d1356383590-playbook-game-touch-be

 

 

Availability
to see what kind of songs will be available for the game, visit http://a4fx.com 

 

Any kind of review for the better or worse if highly appreciated! ;)

Thanks guys!


Zombie Chain! available for webos and android

15 July 2012 - 11:39 PM

Hi!

Would like to spread out the distribution, i made a very simple game using a cross platform engine called proton (protonsdk)
Here is the link for the game:

WebOS : https://developer.palm.com/appredirect/?packageid=com.ggame.zombiechain
Android : https://play.google.com/store/apps/details?id=com.ggame.zombiechain

The game greatly inspired by the opensource game "Critical Mass" only this one is chaining the zombies instead of the dots

Thank you for trying the game! ;)

could not corelate fps to sprite(using SDL)

21 April 2011 - 05:18 PM

Dear lovely forum :D
i'm begining to learn 2d programing using the wonderfull sdl lib using c++
i manage to blitting, moving arround sprite, and tried to create a sprite class..

however, would be nice if some one could point me in the right direction as i could not understand the FPS concept..

say i have a sprite animation, the sprite contains 8 frames
this 8 frames when animated will be showing a running person

but i need to implement the fps to this animation sequence
so i came out with a pseudo-code which more less looks like this..
  • initialize sdl
  • load sprite
  • save the last_tick = getTicks() in ms
  • delta_time = 0.0f
  • frame_rate = 1/30 = 0.0333 in s
  • current_frame = 0
  • progress_frame = 0.0f;
  • run the simulation
    • calculating some logics mumbo-jombo
    • fill screen with black color (clearing the screen)
    • delta_time = delta_time / 1000.0f ==> changing it to seconds
    • progress_frame = progress_frame + delta_time / frame_rate
    • current_frame = floor(progress_frame)
    • if(current_frame == 8) current_frame = 0
    • blit the sprite[current_frame] to the screen
    • check for any SDL event
    • calculate delta time,
      • delta_time = getTicks() - last_tick
      • last_tick = getTicks()
    • preserve processor workload
      • if (delta_time/1000.0f < frame_rate)
      • SDL_Delay(frame_rate - delta_time / 1000.0f)
      • delta_time = getTicks() - last_tick
      • last_tick = getTicks()
  • loop 1 untill quit..
the problem is when i run the simulation on diffrent computers (slow, faster, and the fastest) they simulates a a very different speed..
so i assume i could not grasp the concept of FPS
please someone enlighten me on my game programming journey..

Thank you :D

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