Hi Lachie,
Nice competition, thank you for it.
I'm not very happy with the timing though, times around christmas tend to be quite hectic and I probably won't be an exception :(
...But if i can find some peace to code a piece, i will ;)
Search found 84 matches
- Nov 25, 2009 19:49
- Forum: Community Discussion
- Topic: FBGD Antagonist Competition (Nov 2009 - Jan 2010)
- Replies: 24
- Views: 11814
- Oct 23, 2009 0:24
- Forum: General
- Topic: Same code for LINUX and Windows
- Replies: 1
- Views: 1155
libraries
And do you really need any extra libraries? As for 1), if you don't need any special functions, you may as well use FB's standard graphics library, it is pretty good for many. If you need some extra speed, I guess for expamle SDL may be a way to go. As for 2), I dont know what Isamfile is and what i...
- Jan 15, 2008 12:41
- Forum: General
- Topic: Fade in/out effect
- Replies: 11
- Views: 4252
- Dec 29, 2007 16:46
- Forum: Game Dev
- Topic: Sprite engine - how many sprites can YOU handle?
- Replies: 38
- Views: 16997
- Nov 15, 2007 20:10
- Forum: Game Dev
- Topic: sprite animation fps
- Replies: 6
- Views: 4828
- Nov 15, 2007 18:01
- Forum: Game Dev
- Topic: sprite animation fps
- Replies: 6
- Views: 4828
sprite animation fps
Hello everyone. I was wondering, how much fps should a in-game sprite animation have (for example a walking soldier in a real-time strategy or sometnhing like that) for the movement to appear smooth? I know that in case of progressive rendering (wich is case of sprite rendering) 23-25 fps is fine - ...
- Oct 10, 2007 22:06
- Forum: General
- Topic: Custom font for Draw String
- Replies: 15
- Views: 6089
- Oct 10, 2007 20:24
- Forum: General
- Topic: Custom font for Draw String
- Replies: 15
- Views: 6089
Thanks, notthecheatr, I'll check that out. But after all this, I'm going to finish this the Draw String way.. so I'll probably appreciate your library later. Anyway, I do have the correct PNG now.. I will edit it a bit more, to get rid of several artifacts and spacing problems. Then I'm going to upl...
- Oct 10, 2007 17:24
- Forum: General
- Topic: Custom font for Draw String
- Replies: 15
- Views: 6089
Oh.. thank you lotsa much, yetifoot. You're right, I've put the data in as uintegers.. I don't really know how it happened that the bytes inside those integers seems to be in completely reversed order.. :-o If I understand the problem correctly, that is. I probably mixed up those damn RGBA/ARGB/GRRR...
- Oct 10, 2007 12:09
- Forum: General
- Topic: Custom font for Draw String
- Replies: 15
- Views: 6089
While your tutorial is very nice, anonymous1337, I believe this is slightly different approach. I would like to have a pre-prepared font in a PNG file, which can be just loaded and used as a Draw String font immediatley. That sounds to me like a useful a nd handy thing, and I believe it is perfectly...
- Oct 10, 2007 11:49
- Forum: General
- Topic: Custom font for Draw String
- Replies: 15
- Views: 6089
- Oct 10, 2007 11:44
- Forum: General
- Topic: Custom font for Draw String
- Replies: 15
- Views: 6089
The header should be alredy in the file. see that line of pixels at the top? Each of those pixels in the first row determine 4 bytes of header (as the image is 32 bit) ..up to 138th byte, as the size of the header should be 3 bytes (0, starting charceter, ending character) + ending character - start...
- Oct 10, 2007 7:18
- Forum: General
- Topic: Custom font for Draw String
- Replies: 15
- Views: 6089
Custom font for Draw String
Hi, I'm trying to make a 32 bit custom Draw String font by editing an image of DejaVu font. Everything seemed well, but now here is a minor flaw.. the Draw String just dont display it. I tried several tricks, like decreasing number of charcters in the header to avoid possible overflow of the image w...
- Oct 01, 2007 22:11
- Forum: Beginners
- Topic: Determine Bit Value in Byte
- Replies: 29
- Views: 6656
- Sep 27, 2007 12:11
- Forum: Archive
- Topic: My RTS game [alpha version]
- Replies: 18
- Views: 7512