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capn_midnight

3H-GDC m.V: Something Special (winner: BeanDog)

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Original post by capn_midnight
[...]fixed 80 columns by 25 rows[...]
No 80x50? I much prefer square characters (8x8)

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Original post by d000hg
Thanks for the detailed response.

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Original post by capn_midnight
As a bare minimum I'd like to see a monospaced font (usually fixedsys or Lucida Console), and a window that is a fixed 80 columns by 25 rows. Color isn't strictly necessary for the format, but I will assume everyone will WANT color. As a minimum it will be 16 foreground colors and 8 background colors. You can also include a blink attribute. If you choose not to include blink, you can choose to go up to 16 background colors as well.

Can I have total freedom with the palette - ie 16 shades of grey?


no, I think that's against the spirit of the style.
Fair enough. In which case, is there a fixed set of colours I should use? Does anyone know rgb values - or how can I find them out?

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Original post by Extrarius
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[...]fixed 80 columns by 25 rows[...]
No 80x50? I much prefer square characters (8x8)
I agree. Please?

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[...]fixed 80 columns by 25 rows[...]
No 80x50? I much prefer square characters (8x8)

I talked about this with michalson.

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Original post by capn_midnight
[...]fixed 80 columns by 25 rows[...]
No 80x50? I much prefer square characters (8x8)

I talked about this with michalson.

So that would be a no?

Have you decided on whether the mouse is OK?

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Original post by d000hg
...

Fair enough. In which case, is there a fixed set of colours I should use? Does anyone know rgb values - or how can I find them out?

...


The four bits are red, green, blue, and intensity. The intensity bit determines whether the r,g,b bits being on means 0x80 or 0xFF. (I.E. 0x008080 or 0xFFFFFF are allowed, but not 0x80FFFF)

If you don't get what I mean, take a look at the screenshot on the first page.

I'd recommend skipping DirectX and using the Win32 console functions, though. It took me about a half hour to look at Ben Ryves' page and write a few wrapper functions to allow me to easily use the console with double buffering. It's plenty fast, unlike GDI, and there isn't any jitter or anything.

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I've created around 300 colors with the given 16, using the "dither" characters:
Video

Start menu:


GDNet web page:


[Edited by - matt_j on February 4, 2006 4:41:43 PM]

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Original post by nagromo
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Original post by Extrarius
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Original post by capn_midnight
[...]fixed 80 columns by 25 rows[...]
No 80x50? I much prefer square characters (8x8)

I talked about this with michalson.

So that would be a no?

Have you decided on whether the mouse is OK?


*sigh*
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Original post by capn_midnight
As for the screen buffer size, any "standard" combination of columns and rows are acceptable, most libraries I've seen allow the selection of an aribitrary number of columns and rows, so this is acceptable.


and mouse is fine.

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Hey someone donate some prizes for me to win!

And thanks for the clarifications capn.

Are you guys going for the 'trying to make as detailed a scene as possible' approach with dithering etc, or a simple approach like CartRunner from the last contest?
Who's actually planning to enter, anyway?

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Original post by d000hg
Are you guys going for the 'trying to make as detailed a scene as possible' approach with dithering etc, or a simple approach like CartRunner from the last contest?


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*this time, everyone's graphics will be practically the same.


Not if Ben Ryves chooses to enter.

He summons functionality (from another plane?) that simply should not be possible into devices that one would normally not think capable of subtraction or addition. Like 3D raytracers. On watches. Analogue Wrist Watches. Hehe.


I should note that I expect ASCII *art* graphics, not regular graphics rendered in shaded ASCII characters.

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And I just ran into another snag - my technique will produce completely different results if you are running an LCD screen that is stretching the image. (CRT monitors are just fine since they never "scale" the image to another resolution)

LCD running text mode at it's native 640x400 resolution (no LCD scaling)



LCD running text mode scaled to the screens native 1024x768




(And yes, these had to be taken with a digital camera. Unless DOSBox can perfectly emulate the VGA standard [even things that wouldn't seem important for a software emulator], there is no way to make a digital screenshot of what you are seeing)

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Original post by Michalson
I can't get the timing to work properly on my 6400 color (no dithering) mode 3 text mode, so at the moment I'm not in.
How does text mode support 6400 colours without dithering?!

scgrn:Didn't you enter last time?

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I'd like to submit a basic frame app working with the windows console buffer, but i'm having some problems.

Since i've never used the windows console before i took several parts from other code i found. I got a screen buffer working but i can't eliminate some flickering in windowed mode.

I have a CHAR_INFO array for the characters and every frame i'm using WriteConsoleOutput to copy the complete array to the console buffer. There is some flickering although i'm writing the same content again and again.

Basically i'd like to

A) approve the framework for the GDC contest (yes, there is a movement sample inside, but that's just for showing how to implement it)

B) eliminate the flicker

Anybody could take a peek and fix the flickering problem?

The framework can be found here. It contains a VS 2003 solution file together with the source code and a binary.

The base class is from Apoch but modified to use the array. There're still some old functions inside that will be removed yet.

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Good idea to offer up your framework - you are saying we can use it once it's fixed, right?

I'm approaching from a D3D angle and am currently throwing together a small framework (well a class really) which I might release in a day or two if anybody cares - although if you're going to use someone else's base I reckon you'd choose a well-known library like the ones capn_midnight suggested, instead of my ropey attempt! I'm only doing it because I think the framework is likely to be useful for future application.

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Yeah, the framework would be for all to use for the contest (and beyond if you wish).

benryves: I've read through your pages as well. I know the flicker is gone with fullscreen (pressing Alt-Enter), but seriously, this got to be possible in windowed mode as well. After all it's an emulated display.

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Original post by Endurion
Yeah, the framework would be for all to use for the contest (and beyond if you wish).

benryves: I've read through your pages as well. I know the flicker is gone with fullscreen (pressing Alt-Enter), but seriously, this got to be possible in windowed mode as well. After all it's an emulated display.


It's not a very well emulated display - or rather it was designed to be a scrolling console for plain text that uses little CPU, not an accurate emulation of VGA text mode [for example palette and character font changes don't affect the windowed console].

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Well, i cleaned up the framework and added nice color enums. I'm not going to enhance this framework anymore, but i'd like to have it certified for the contest.

It contains functions to set a character/color, writing a text string and provides (very) basic input facilities.

Everybody is free to use it for the contest, so you can start at the game content asap.

It is Windows based, and comes with a VS 2003 solution file. The link is the same as before: Click me!

Have fun!

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Original post by Endurion
Well, i cleaned up the framework and added nice color enums. I'm not going to enhance this framework anymore, but i'd like to have it certified for the contest.

It contains functions to set a character/color, writing a text string and provides (very) basic input facilities.

Everybody is free to use it for the contest, so you can start at the game content asap.

It is Windows based, and comes with a VS 2003 solution file. The link is the same as before: Click me!

Have fun!


looks good, thanks for the generosity.

In your example app you didn't have any different foreground colors. Is this a limitation of your framework, or just an oversight for the example?

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Just an oversight of the example actually. Pass in the combined enums for the bg color and fg color.

Upon inspection i found that i managed to take the wrong defines for the color enums. I fixed the enums and also added the samples for the other display variants.

URL stays the same: Here.

Sorry for the inconvenience.

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