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Mullvalen

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About Mullvalen

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  1. Mullvalen

    [4E5] Roll call!

    I may aswell participate. It depends on if i get done with the game engine for my other game project (or just use an beta version of the engine for this game)
  2. Mullvalen

    How old is the competition?

    Wow, and i though i was young for my experience in programming. Although i started programming at the age of 10, but that was just a little bit, in Qbasic. Then i went over to GamesFactory :( and now i really regret that...i shoud have discovered GameMaker instead... 16 years now, though i dont think i´ll participate in the campetition.
  3. Mullvalen

    Alpha Channels not working!

    Why dont you use png instead.
  4. Hi, ive been trying to create my own graphics engine but as i didnt succeed very well i am very tired of it and just want to use an allready done engine. There are some requirements for the engine though. I would prefer if it works for both Linux and Windows. The engine should be fast, with hardware acceleration and have color keying (most i have found doesnt support that) You see, the game is going to be an side scrolling game with many background layers so the best thing would be an engine which had possibility do draw front to back so that i will eliminate overdrawing. Is there such an engine, or is there one else that would fit my game? [edit] im currently using HGE, but im starting to misstrust it. I need color keying or the level data (which will be pixelbased, not tile) will require a lot more data because of the alpha channel. [Edited by - Mullvalen on June 9, 2006 8:16:01 AM]
  5. Mullvalen

    [4e5]Discuss: Europe

    Quote:Original post by d000hg Is Iceland in Europe? Yes! It is.
  6. Mullvalen

    4E5

    BTW, these elements are great because i think we will see more adventure games and less pussle games now. Yay! Adventure games are great!
  7. Mullvalen

    4E5

    Quote:Original post by Omid Ghavami Quote:Original post by Mullvalen Yes, you could make some sort of polar bear hunting game, which will take place in sweden outside an IKEA store :P Game of The Year EDIT: economics: buy stuff @ ikea, emblem: IKEA logo, emotion: well you tell me how it feels to be chased by a polar bear!, and europe already covered ^^ Hehe, yes, exactly what i though. You could sell the polar bear furs as textiles for IKEA.
  8. Mullvalen

    4E5

    Yes Gaenor, you could make some sort of polar bear hunting game, which will take place in sweden outside an IKEA store :P
  9. Mullvalen

    4E5

    Yes indeed. I think i allready have an idea :) Just to fit in the aconomics too :/
  10. Mullvalen

    New site for Fiershold

    As a school projekt i made this site. You can find information about the game project and discuss it in the forums. I need peoples in the forum to motivate me :D The site is not completely done, you may notice it. :p Site link here
  11. Mullvalen

    Original game idea "Cursed"...

    Yeah, maybe it would be a little frustrating if you got transported randomly but then again, the point of the game is to feel lost :P I didnt think of having any portals at all, i thought more like of you left the point you got teleported to with a special distance you get teleported. Maybe there could be a discrete effect that make the ground get burnt a little when you get near that specific distance.
  12. I got this idea from a dream i had some time ago. I dreamt i was cursed somehow, so that i got teleported to another random place if i left the previous area with about 30 metres. It felt very creepy and that thing went on so if i left the new area i got teleported again. Maybe that idea could make a game. Your mission is to solve whats going on and and solve it and in your way you will have to face many obstacles like beeing chased and having to explain why you happened to get pass the security to the meat factory.... It maybe would be hard to do but i think it could make a cool game. Any ideas and/or opinions?
  13. Mullvalen

    Still slow with display lists

    Nope, that didnt help at all :(
  14. Hi, the other week i startet a thread about my slow program. It seemed that the problem was that i drew in immidate mode but i discovered its not so. I got the exact same FPS in both immidiate mode and with display lists. When i disabled the textures the FPS only dropped a few values. I just dont know whats going on. Im only drawing 12*8 quads. Main.cpp: #include "fhInclude.h" int main(int argc, char *argv[]) { SDL_Init( SDL_INIT_VIDEO ); SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 8 ); SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); SDL_Surface *screen; screen = SDL_SetVideoMode( 800, 600, 24, SDL_OPENGL | SDL_SWSURFACE ); glViewport( 0, 0, 800, 600 ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho( 0.0f, 800.0f, 600.0f, 0.0f, 0.0f, -2.0f ); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClearDepth( 2.0f ); glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 200.0f, 300.0f, 1.0f ); //variables for handling FPS (frames per second) bool done = false; SDL_Event evt; int FPS = 0; int pastFPS = 0; int past = 0; int currentTime = 0; //variabels for key-states int KeyLeft = 0; //0 means key is up, 1 means its down int KeyRight = 0; int KeyUp = 0; int KeyDown = 0; int SecKeyLeft = 0; //0 means key is up, 1 means its down int SecKeyRight = 0; int SecKeyUp = 0; int SecKeyDown = 0; int mode = 4; fhTexture test; test.Load( "image.jpg" ); fhSlice testSlice; testSlice.txtr = &test; testSlice.slice = new fhCoord; testSlice.slice->x = 0; testSlice.slice->y = 0; testSlice.slice->x2 = 800; testSlice.slice->y2 = 600; testSlice.amount = 1; testSlice.Compile(); int x = 0; int y = 0; int w = 800; int h = 600; int tx = 0; int ty = 0; while( 1 ) { //Handling FPS counter if( SDL_PollEvent(&evt) ) { if (evt.type == SDL_QUIT) done = true; } currentTime = SDL_GetTicks(); past = SDL_GetTicks(); FPS++; //Checking if one second has passed and printing FPS to top of window if ( currentTime - pastFPS >= 2000 ) { static char buffer[20] = {0}; sprintf( buffer, "%d FPS", FPS/2 ); SDL_WM_SetCaption( buffer,0 ); FPS = 0; pastFPS = currentTime; } glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); // Reset the view if (mode == 0) { //Checking key-states and changing the projection position if (KeyLeft) x--; if (KeyRight) x++; if (KeyUp) y--; if (KeyDown) y++; test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); } else if (mode == 1) { if (KeyLeft) w--; if (KeyRight) w++; if (KeyUp) h--; if (KeyDown) h++; test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); } else if (mode == 2) { if (KeyLeft) tx--; if (KeyRight) tx++; if (KeyUp) ty--; if (KeyDown) ty++; test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); } else if (mode == 3) { if (KeyLeft) tx--, w--; if (KeyRight) tx++, w++; if (KeyUp) ty--, h--; if (KeyDown) ty++, h++; test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); test.Draw( x, y, tx, ty, w, h ); } else if (mode == 4) { glCallList(*testSlice.data); glCallList(*testSlice.data); glCallList(*testSlice.data); glCallList(*testSlice.data); glCallList(*testSlice.data); glCallList(*testSlice.data); glCallList(*testSlice.data); glCallList(*testSlice.data); glCallList(*testSlice.data); glCallList(*testSlice.data); } SDL_GL_SwapBuffers(); // Poll for events, and handle the ones we care about. SDL_Event event; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_LEFT: KeyLeft = 1; break; case SDLK_RIGHT: KeyRight = 1; break; case SDLK_UP: KeyUp = 1; break; case SDLK_DOWN: KeyDown = 1; break; } break; case SDL_KEYUP: switch (event.key.keysym.sym) { case SDLK_ESCAPE: // If escape is pressed, return (and thus, quit) test.Free(); return 0; case SDLK_LEFT: KeyLeft = 0; break; case SDLK_RIGHT: KeyRight = 0; break; case SDLK_UP: KeyUp = 0; break; case SDLK_DOWN: KeyDown = 0; break; case SDLK_SPACE: mode++; if (mode == 5) mode = 0; break; } break; case SDL_QUIT: return(0); } } } SDL_Quit(); return 0; } As i said last time, the code isnt in its best shape as i have been trying to change a lot of stuff...
  15. Mullvalen

    Slow sprites?

    Hehehe...no, by 256*256 i meant the size of the textures as well. Btw thanks for helping out :)
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