• Content count

  • Joined

  • Last visited

Community Reputation

186 Neutral

About sosa

  • Rank
  1. great article! I want to better understand the following lines of code: wnd = reinterpret_cast<Window *>((LPCREATESTRUCT)lparam)->lpCreateParams; ::SetWindowLongPtr(hwnd, GWL_USERDATA, reinterpret_cast<long>(wnd)); The first i know is reading the CREATESTRUCT from the param however I do not know what the ->lpCreateParams is doing. Also, is the following a proper way to add entries to the MessageMap? Thanks
  2. The Raw Input API is a bit complicated if you don't know how it works behind the scenes. Pay special attention to buffered commands that if you don't process will hang your application. The link below has a very good description of how to use WM_INPUT. [url=""][/url] On the other hand, if you are developing for windows only then there is really no reason not to use standard windows messages (WM_KEYDOWN, WM_LBUTTOMDOWN, etc.) unless you need gamepad support which then DirectInput makes sense. Hope this helps.
  3. Hi, Has anyone read, worked through this book? I ask because I would like to have some discussions related to the content and need someone who has worked this book and created the UI Lib and used it in real examples. Thanks and please let me know.
  4. [b] [url=""]Krohm[/url][/b] Can you provide an example of how you use WM_INPUT for [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]hi-prec mouse movement?[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Thanks in advance![/left][/size][/font][/color]
  5. Thank you all for the spirited posts! Will review in detail and respond later today.
  6. I have implemented two different ways of using WM_INPUT for capturing Kbd and Mouse messages however in both the mouse is unresponsive when the app is running although clicks, dbl-clicks, and key strokes are captured. I am not sure why the app hangs and why I can't do simple things like drag the window or maximize it. Using WM_INPUT is not easy, and I am also wondering if it makes more sense to just capture WM_LBUTTONDOWN and WM_CHAR messages since my game is a 2D platformer and doesn't need super fast input handling for the game play. Does anyone have any opinions on WM_INPUT, working examples, or opinions on windows input in general. Thanks in advance.
  7. I actually implemented your code example and it works great capturing the messages from both the keyboard and mouse. The only issue I have is that the Mouse is always busy when the app is running and I am unable to drag the window or click maximize or anything of the sort. Why would this happen?
  8. [b] [url=""]darkelf2k5[/url],[/b] [b] Do you mean that you need 3 message loops to handle input correctly when using WM_INPUT?[/b] Thanks
  9. I think that is a very good idea. I will send you some notes on the story so we can see what the right layout can be. I will check out the links below also. Thanks
  10. I think "Strider Hiryu 2" from Capcom is a good inspiration, especially the snow stages:,399205/,399206/
  11. A suggestion: Why don´t we make an earlier storyboard with sketches, just for clarify a lot of visual doubts?
  12. I checked your site and your art is really great also!
  13. Collaborating in a 2D action plataform would be great.
  14. I´m a graphic designer and illustrator.
    Two questions:
    Do you want to make a game in a pixel art way, or scanned (and retouched) drawings is an option for you?
    Check out my portfoliio at:
  15. Can you create or send me if you already have it some background music. Something suspenseful with a minor drum beat and not too repetitive. Let me know if this description works. Thanks