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Member Since 24 Oct 2012
Offline Last Active May 24 2015 10:00 PM

Posts I've Made

In Topic: Massive Python Example Script

20 May 2015 - 07:12 PM

So yeah, I know I have to make the indexing better. I have the main titles in all caps, but is there a better way?


smile.png  Small angle from me..

Perhaps to put some thing like table of content at the very top page,

describe all the main sections title & subs there, so people who read can see the whole (possible)features/topics that available,

then they will find based on those section title to the related content, wherever.


Anyway, how is the finding method perform ?

If using html, can use hyperlink that pointing to certain section inside one page.

In Topic: Sequence animation by codes or using .gif image

19 May 2015 - 11:23 PM



If you have gifs and no other format, this is an approach you can take. If you DO have other formats, insist on them, because gif is just horrid and limited (e.g. only one bit of alpha, eww, and only 255 solid colours, ewwww unsure.png).


I've read about the frame-extraction for .gif file, thanks.

This will much help, when i want to do prototyping project and to use an ready-animation image of someone's creation out there. smile.png


At first, i was thinking, that i with our graphic designer friend working together to integrate images(created by our team) into our game,

then someday, need a change in an object with animation frames, regarding the sequence change or additional images (with)in the sequences itself.

So the designer just to modif the image file, as i imagined first time, then when finish, just to plug and play.. ta da..

(without i need to change some code, even nothing matter for the total frame numbers of the sequences) biggrin.png


Some animation objects i need to control the sequences from code, maintain the detail & smoothness in graphic, yes i do.

But what about for some other static/passive(not a main) objects ? (like simple-crash explosion, some medium stars that twinkle, bullets, etc..)


Actually not just about the .gif format in specific (sorry the title mention only '..gif image'),

maybe any other format, tools, library, anything that animate a group of images. If there are..

That's what i have in mind happy.png

In Topic: A whole lot of constants.... good or terrible? :/ (c++)

19 May 2015 - 09:55 PM

Am I using the constants wisely? Should I have so many?


I'm using constants and enums, and a lot too biggrin.png


The constants, i use it for:

- hold formula or general fix number (Phi, Dozen, DaysInWeek, etc..)

- custom representation, which can be changed depend on different project needs, like:  ScreenWidth, ScreenHeight, FramesPerSecond, etc..


And the enums, for:

- behavior that represented by statement, like: IDLE_LEFT, WALK_LEFTDOWN ;  or maybe a boolean: IS_JUMPING, IS_ALIVE, etc..

- error exception, like: FILENOTFOUND or SOUNDERROR, etc..


I just separate the mean, that:

for constant => i do care of the value(string or number) they hold inside

for enum => i only have to make sure there are no ambigous biggrin.png


So, yes, i use as many needed in my program.

Considering that will be easy for modification things by parameter someday, or bugs found 2 months later,

and also,

when it is a teamwork project where each programmer maybe need to help fixing somebody's work.

In Topic: Sequence animation by codes or using .gif image

15 May 2015 - 08:28 PM

I've been search any info related render .gif animation with SDL2 (currently i use this for display, text and sound).
And from what i've got is.. since i run the render in my routine (game)frame loop, that .gif does not show animation as i expected,
it shows only the sequence 1 from my .gif file.


As i read forums/articles, said that SDL2 rendering static image based,

nothing more about feature of automatic/direct draw for ready-animation .gif file.

Has anyone found-out one ?

But, if to force the idea (display an animated gif file, and let it play itself, independently),
is to separate things by multithreading tricks..  haven't tried this.
Will this worth ? biggrin.png(not sure)
Or maybe need another library, to work together with SDL2, just to show my animated .gif as @phil_t mentioned.


Modern graphics cards can handle the S3/DDS formats (DDS = DirectDraw Surface) also labeled DXT1 through DXT5. Since there is no processing or memory involved, you can dump the data directly to the card, the formats are great for games.

** i'll find out about this.. thanks!


Well, meanwhile i'll stick on the manual animation mechanism (frame-by-frame) inside my codes,

fix up things, gameplay especially, overall.


Thanks for all opinion.. keep up!

In Topic: Sequence animation by codes or using .gif image

15 May 2015 - 10:10 AM


4 images within some(1 or 1.5) seconds


A sequence that long will likely cause problems using an animated GIF - timing. You won't know exactly when the GIF animation has completed. If the user presses "up" and, before the animation finishes, presses another key ("left" or "down" or ...) - what action does your game take, and when do you take it? Do you just interrupt the animation (probably won't be pleasing for the user), or guess at the time it finishes, and/or guess which image in the sequence is being presented to make a smooth transition?



You're right, i had those issue.
This time, the process is interrupted, my animation-set instantly changed into the new direction of images sequences.
Also, back to the learn of "object not stop instantly, but it slowing down (stopping) until zero-movement",
i have to fix this, regarding the transition scenarios. Thanks!


Ok, i think the GIF animation won't work for this necessity of directional (smooth)transition control.


Perhaps, i still be 'allowed' biggrin.png  to use GIF animation for explosion/crash images,

since it just to running static in sequence.