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About samuraicrow

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  1. Agar linking problem

    Since it is looking for _SDL_main, you may have forgotten to specify that you are not using the SDL backend. OpenGL is the best backend for most platforms. Also, Agar is designed using the GNU toolchain on BSD Unix so the MinGW compiler and the MSYS command line may work better with it than Visual Studio Express 2010 despite the better debugger in the Microsoft compiler.
  2. A game engine's purpose is to do the heavy lifting for you. A good first engine for somebody who either uses Python scripting or C++ compiled game code, Panda3D would be a good place to start. If you only want a graphics engine for 3D, look into Irrlicht. It only does graphics loading, models, and lighting. You may want to look into OpenAL Soft for audio. Unlike XNA, all the engines I just listed are cross-platform, open-source and free of charge. This should guarantee the maximum audience since you can recompile your games to run on the Mac. Also recompiling opens the possibility to port to some Linux-based handhelds, in the case of Irrlicht and OpenAL Soft, considering that Irrlicht has an OpenGL-ES 1.1 backend. Not related to the engine discussion, how big is your team? Do you have a good mix of modelers, texture artists, and sound technicians? The reason I'm asking is that if you have a small team, or are lacking artists, MMORPG is going to eat you alive. It takes way too much work. A RTS is more likely candidate since you have more control in how the characters interact and less involved interaction for each character in the game. Lastly, I gave up on game programming years ago because I couldn't keep up with game programming without an engine or a team. Now I'm working on a compiler for a programming language that will be easier to use than C++ since C++ has hazards related to common usage such as the dreaded diamond dependency when doing multiple-inheritance, missing semicolons, etc. Use care when writing in C++ and it will serve your purposes. That's why most engines use a scripting language such as Python or Lua instead of making you trudge through everything in C or C++. It spares you pain in the end, and makes for a more flexible engine. [Edited by - samuraicrow on June 18, 2010 2:55:20 PM]
  3. Best Game Engine for a Serious Game?

    I think you're confusing game engines with game assets. They come separately and the engine just has to support several 3D model formats and texture formats. What scripting languages do you know? If you know Python then Panda3D is a good engine to start out with. It's used by the Carnegie Mellon University in their game-design major. Otherwise it's anyone's guess. If you're trying to make an MMOG, I'd suggest starting with something smaller. The manpower requirements for MMOG's is too much for one person to handle.
  4. SDL Palette Swapping / Cycling

    A problem with a palette simulation shader is that it requires the whole screen to be paletted to work properly. For a MegaMan clone that should be a given since all of the Nintendo 8-bit games never exceeded 56 or so colors. The biggest problem I've run into with OpenGL is trying to find a screenmode that will use 8-bit colors in its pixel-buffers. The only suggestions I've heard is to use a 32-bit screenmode with 24-bits unused and use the red channel as the source for the shader and use it to do a CLUT (that's Color Look-Up Table) operation.
  5. SDL Palette Swapping / Cycling

    Paletted 8-bit modes should be deprecated in SDL. They are so broken that I've never gotten the palette-cycling function to work in a window. It's strictly full-screen and I think it never works on Windows the OS either. It did work on the older Linux version I tried it on though. You could try making a mask and using per-surface alpha-blending to try to overlay colors on your player instead. That's about the only solution I can think of short of writing a palette shader in OpenGL's GLSL.
  6. SDL Alpha blitting?

    Are you remembering to copy what's behind the image to a separate surface so you can undraw the image after you're done?
  7. SDL Sprites

  8. SDL Sprites

    What he means by "point of reference" is that the position that you refer to for sprites should be relative to the center of the bottom for each sprite. SDL blits the sprite from the upper-left coordinate so you need to store an offset so that you can keep all of the coordinates for your sprites pointing to where they meet the floor at the center of the bottom of each sprite. For example, if you have a sprite that is 16 pixels wide and 32 pixels tall, your offset will be -8,-32. You add -8 to the x coordinate when you blit and add -32 to the y coordinate. This allows you to blit a tall sprite when the game itself only keeps track of where the sprite is standing on the floor. If you have another sprite that is 20 pixels wide and 48 pixels tall, your offsets will be -10, -48.
  9. My "Wolf/Christian/Hardcore" Rap Music

    I watched it. I would have liked it better if you said all that stuff like you meant it instead of being as sarcastic all the way through as I think you were.
  10. What's wrong here? (I'm using SDL)

    FastCall's code is mostly correct. You were writing to uninitialized memory with your sprintf call. If you're using an up-to-date operating system with up-to-date libraries, use snprintf instead of sprintf so you don't write more data than your buffer holds. I think the sprintf_s that FastCall used was a Windows-only function.
  11. color collison detection?

    I'm afraid the best way I can think of is a nested loop checking the value of the pixels of the source for transparency and if that test fails, testing the background for a non-background color value.
  12. color collison detection?

    That was a common technique in the days of the Commodore 64. So much so that it was built in to the hardware sprites of the VIC II chip on that machine. Doing it on modern hardware is a bit more difficult. What operating system and API are you using? Is it Windows and DirectX? Is it Linux and SDL? I need more information.
  13. TTF_Font question about font size

    I think the OpenFont command that you are using will actually rasterize the splines and vectors in the font. There's no need to close the first font before you open the next unless you're short on memory. Just use multiple handles for the different sizes of fonts you're using.
  14. You should consider installing GLEW from source on Mac. Using the MacPorts and Fink installers would require the X-Server to be installed in order to get the GLX version. I think you want the version of GLEW that uses MacOSX's internal OpenGL drivers instead. If you've got a broken pipe, then maybe you need to reinstall MacOSX since the pipe comes with that as does gzip.
  15. Basic?

    DarkBasic Professional has an advertisement-driven version for free. It includes the abilities to make 3d graphics easily. Once you move up to C++ there is a free library called Dark GDK that comes with Microsoft Visual C++ Express Edition that is based on DarkBasic's runtime libraries.