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YohanesYangPrakasa

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About YohanesYangPrakasa

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    Newbie
  1. Hi,   Would like to announce a rhythm based game similar with tap tap revenge, guitar hero, tap sonic, etc   Touch The Beat   Feature: Native Development 3D Environment, powered by irrlicht! Facebook Integration   A screenshot     Availability Link http://appworld.blackberry.com/webst...tent/19311852/,  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!
  2. It's how you cheers what's yours that matter
  3. Hi! Would like to spread out the distribution, i made a very simple game using a cross platform engine called proton ([url="http://protonsdk.com"]protonsdk[/url]) Here is the link for the game: WebOS : [url="https://developer.palm.com/appredirect/?packageid=com.ggame.zombiechain"]https://developer.palm.com/appredirect/?packageid=com.ggame.zombiechain[/url] Android : [url="https://play.google.com/store/apps/details?id=com.ggame.zombiechain"]https://play.google.com/store/apps/details?id=com.ggame.zombiechain[/url] 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! ;)
  4. Hello! :D loves your music, i love what i hear and hoping someday i could collaborate make game(s) utilizing your musics and sounds :D
  5. could not corelate fps to sprite(using SDL)

    Dear lovely forum 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.. [list][*]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[list=1][*]calculating some logics mumbo-jombo[*]fill screen with black color (clearing the screen)[*]delta_time = delta_time / 1000.0f ==> changing it to seconds[*][b]progress_frame = progress_frame + delta_time / frame_rate[/b][*][b]current_frame = floor(progress_frame)[/b][*][b]if(current_frame == 8) current_frame = 0 [/b][*]blit the sprite[current_frame] to the screen[*]check for any SDL event[*]calculate delta time,[list][*]delta_time = getTicks() - last_tick[*]last_tick = getTicks()[/list][*]preserve processor workload[list][*]if (delta_time/1000.0f < frame_rate)[list][*]SDL_Delay(frame_rate - delta_time / 1000.0f)[*]delta_time = getTicks() - last_tick[*]last_tick = getTicks()[/list][/list][*]loop 1 untill quit..[/list][/list]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
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