Search found 84 matches

by Mlok
Nov 25, 2009 19:49
Forum: Community Discussion
Topic: FBGD Antagonist Competition (Nov 2009 - Jan 2010)
Replies: 24
Views: 11814

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 ;)
by Mlok
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...
by Mlok
Jan 15, 2008 12:41
Forum: General
Topic: Fade in/out effect
Replies: 11
Views: 4252

nkk_kan: This is the commented source for a game of mine, where a very simple alpha based fading is used. Look on it, if you wish. ' LASER PIPES by Mlok #Include "fbgfx.bi" Declare Function drawlines(tile As Any Ptr, ctile As Byte) As Any Ptr Declare Sub drawbox (x1 As Integer, y1 As Integ...
by Mlok
Dec 29, 2007 16:46
Forum: Game Dev
Topic: Sprite engine - how many sprites can YOU handle?
Replies: 38
Views: 16997

4500 sprites -> 29 fps
AMD Sempron 2600+
nVidia 7600GS
512MB DDR 333
by Mlok
Nov 15, 2007 20:10
Forum: Game Dev
Topic: sprite animation fps
Replies: 6
Views: 4828

maddogg6: Thanks. Hm.. I think when talking about stress, you are basically to count how much sprites of which size are to be drawn at once - and if this "once" is long enough to draw them all while keeping other cpu/gpu tasks smooth. Memory shouldn't be a problem - as long as you dont pus...
by Mlok
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 - ...
by Mlok
Oct 10, 2007 22:06
Forum: General
Topic: Custom font for Draw String
Replies: 15
Views: 6089

Uh.. what exactly is to be problematic?
by Mlok
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...
by Mlok
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...
by Mlok
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...
by Mlok
Oct 10, 2007 11:49
Forum: General
Topic: Custom font for Draw String
Replies: 15
Views: 6089

For example, the corner pixel has the ARGB value of (0,32,167,6) -> 0 for draw string version -> 32 as the first character in the font is the space -> 167 as there are 135 characters in the font -> 6 is the width of the first character (space, in this case) ..I thought this is how it works?
by Mlok
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...
by Mlok
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...
by Mlok
Oct 01, 2007 22:11
Forum: Beginners
Topic: Determine Bit Value in Byte
Replies: 29
Views: 6656

You may want to check the wiki for SHL and SHR functions as well. [Yoda]Useful can they be.[/Yoda]
Though for your program, BIT is definitely the choice.
by Mlok
Sep 27, 2007 12:11
Forum: Archive
Topic: My RTS game [alpha version]
Replies: 18
Views: 7512

Looks nice and ambitious.
It is a pity that minimap is just a picture, though ;)
In order to make it whole and playable, i guess you stil have huge loads of things to accomplish.. I wish you good luck and appropriate amount of enthusiasm.