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prh99

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  1. Under project options-> Directories -> Library Directories add the folder that contains the SDL image library. You'll have to the same thing for the header files but under the Include Directory tab. Should be no different than the steps you followed to use SDL assuming you got SDL to work before trying to add SDL Image. Then under Parameters in Project Properties in the Linker box add in order -lmingw32 -lSDL2main -lSDL2 -lSDL2_image Also, I am not family enough with Dev-C++ to know if using the add Library button means you don't have to set the search path. I am assuming SDL 2 if not change names accordingly.
  2. I know they are used in LZMA and LZSS compression as way to create a sliding window for the algorithm and in various aspects of digital signal processing.
  3. At very least I would make a tool that convert formatted text files into the binary format, at least until you can write a proper editor. I don't know the specifics of your format but it shouldn't be too hard to write a tool that will take a say XML or JSON text file and do the conversion. There are parsers available like [url="http://www.ambiera.com/irrxml/"]irrXML[/url]
  4. I will just add [url="http://www.cplusplus.com/reference/clibrary/"]cplusplus.com's[/url] C library reference section may be useful as well.
  5. [quote name='wes_one' timestamp='1349550698' post='4987481'] Ok I started making a simple breakout game map.The problem I have is that I cant find appropriate tile size due to a Pad being of size 42X10 and blocks are of size 42x17. I tried having 32x32 tile sizes for whole map but the problem that arises is that I cant have multiple filled up rows(there must be gaps between them and that is a problem) Is there an option that enables me to have a lower part of map be 42 x 10(for example tiles (0,0),(1,0)...(15,0) ) and all other tiles to be of size 42x17 ?? If there is such option how do I acces it?If not is there some alternative that could do me good? [/quote] I've not use the Tiled editor, but generally you just break larger images up into tiles of the needed size, say 32 x 32, and use transparency and another tile layer so you don't have gaps. Of course you can also break the images up and fill in the unused portion of the tile with appropriate background manually, and if you use transparency this is a breeze with something like Photoshop or Gimp that uses layers. So you can easily break your 42x10 and 42x17 into two 32x32 tiles each (assuming you are using square tiles and not isometric or octagonal etc ones), yes it takes two tiles but it's a lot easier than dealing with a tile map who's tile sizes are not multiples of each other.
  6. [quote name='Xirion' timestamp='1346710016' post='4976213'] That's what i feared. I was asking because, for example, secret maryo chronicles uses 256*256 images and when rendered they are scaled but doesn't seem pixelated. Is this because it uses openGL? [/quote] They probably use tiling to avoid scaling. That said you can scale an image and still have it look decent, but their are limits and the further you go the more noticable it will be, interpolation algorithms like Lanczos resampling, bi-cubic filtering, and tri-linear filtering and others just help hide the effects.
  7. Sorry, scaling a raster image invariably leads to some loss of quality, there are algorithms that try to minimize it's appearance like bi cubic scaling. I am afraid there isn't a way to take an 2000px x 1500px down to 150 x 80 without significant loss. No, rotozooming, is just rotating an image while zoom in an out and will display the same problems of quality loss when zoomed far in or out.
  8. The mouse is in box MouseX() / 40 and MouseY() / 40 you'll have to add in the offset if your grid's start is something other than 0,0. You can can get the screen coordinates of the upper left hand corner of square the mouse is by multiplying the result of the previous operation by 40 the adding in any offset for where your grid begins. Hope that helps and I haven't completely misunderstood(4am here lol) You could also keep track of the box information in an array, storing the x,y of the upper left corner and check the mouse position against the array when needed, say a click.
  9. Since as Tom says this is likely an impossible undertaking for some one with out some knowledge of electrical engineering, why not compromise and use a pre-built board, that at least puts with in the realm of do able. As far as I can tell [url="http://image.pinout.net/pinout_audio_files/connector_pinout.php?image=jamma-pinout.gif&pinout=%20JAMMA%20pinout"]JAMMA is more about the standardized connector[/url] than the hardware on the board so you'd have a better shot at doing it if you're willing to use something like a Rasberry PI, Beaglebone, or even an FPGA board like the DE0-Nano. However if you insist on designing and building the board you have a very long and tedious road a head of you.
  10. You'd probably want to go with something like Unity or Unreal that still leave the considerable task of art and audio creation.
  11. [quote name='levela' timestamp='1337091904' post='4940417'] Hello gamedevs out there! First of all, I have to admit that I'm [b]totally[/b] new to game development. So please, don't eat me. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] I know the basics of c# (handling files and data, structured arrays, kinda have some idea about classes and methods, but I ain't that sure about it yet.), because I had to use it on my matura exam. Well, and now, I would like to make a game. The main goal is that the game should run on the most popular platforms (Android, iOS mainly, but I'd be happy if it could be ran on web also). I've done some research, but I'm still not sure about which language I should choose. XNA with MonoGame? Java? c++? The game would be 2D, so if the engine doesn't support 3D then it's not a problem. Thank you! [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img] [/quote] If you want your game to run on iOS it means you need Objective C and an Apple developer account or a web app which probably means HTML 5 and Java script. Judging from your target platforms Unity as others said is probably the best choice as they support iOS, Android, and Websites.
  12. The only thing that comes to mind is are you trying to build a 64 bit application? SDL 1.2.14 as downloaded from libsdl.org is a 32 bit library, and as far as I know you can't link a 32 bit library directly to 64 bit application.
  13. [quote name='BeerNutts' timestamp='1326385127' post='4902040'] [quote name='CRYP7IK' timestamp='1326366481' post='4901963'] Don't use Dev-C++: [url="http://www.jasonbadams.net/20081218/why-you-shouldnt-use-dev-c/"]http://www.jasonbada...ldnt-use-dev-c/[/url]. Use [url="http://www.codeblocks.org/"]http://www.codeblocks.org/[/url] or [url="http://www.microsoft.com/visualstudio/en-us/products/2010-editions/visual-cpp-express"]http://www.microsoft...ual-cpp-express[/url]. When you get one of them follow one of these tutorials: [url="http://wiki.codeblocks.org/index.php?title=Using_SDL_with_Code::Blocks"]http://wiki.codebloc...th_Code::Blocks[/url] or [url="http://lazyfoo.net/SDL_tutorials/lesson01/windows/msvsnet2010e/index.php"]http://lazyfoo.net/S...2010e/index.php[/url] [/quote] Not applicable, since Dev-C++ was updated last month: [url="http://orwellengine.blogspot.com/"]http://orwellengine.blogspot.com/[/url] I have no idea if 5.1 fixes the major issues, but the standard "don't use it" line needs to be updated. [/quote] That's because that's someones fork of Dev-C++, it's not the original. When you say you're using Dev-C++ people assume you're using 4.9.9.2 from Bloodshed.
  14. Have you look at Ogg Vorbis from xiph.org