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Thread: Writing a better 2D engine. (Phoenix 2D Game Engine)

  1. #131

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Andreaz, try Jupiter CMS. You might find it handy and saves you time so you don't have to code one.

    Keep up the good work, I look forward to fooling around with a release.

  2. #132

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Quote Originally Posted by Robert Kosek
    Andreaz, try Jupiter CMS. You might find it handy and saves you time so you don't have to code one.

    Keep up the good work, I look forward to fooling around with a release.
    Good idea, here it is, not that much content through

    http://phoenix.glxtreem.net/index.php
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  3. #133

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Bingo, looks good to me. And since it has a built in forum, it's pretty handy I thought. (Too bad my sites are established, and so cannot migrate without... difficulty to say the least.)

  4. #134

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    I started playing with some Phoenix images I had on my system and came up with the following:


  5. #135
    Co-Founder / PGD Elder WILL's Avatar
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    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Cool. Kinda reminds me of the FireFox/Thunderbird logos though.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  6. #136

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Actually its a modification of http://phoenix.lpl.arizona.edu/multi...d=2&image_id=2 removing Mars from the background and modifying the saturation points a bit. Now that you mention it, it does look like the fox on the globe .

    What I think would look really good for this project is something like; A phoenixish broad line on a compass (think shape, not full image) with the four corners pointed out. The head of the phoenix could makeup the top point, with the other 3 comming from the compass wheel.

    Now if I could only figure out what is going on with the frigging texture loader and why it won't work at all. I can't get it to work with any project that I build, with our without the scripting stuff. So I'm obviously doing something wrong as the Sprites demo works fine when I compile it .

  7. #137

    BUG REPORT!

    Ok, so now I've figured out how to re-produce the problem EVERY time. Create a project from the template, or copy paste the code below. If you create an image before you create the font the system will die, if you create the font then the image everything works fine. I don't know enough about the loading code to say what the problem is, but I know its a problem

    [pascal]{
    Phoenix Demo
    }
    program Texture;

    {$mode objfpc}{$H+}

    uses
    {$IFDEF UNIX}{$IFDEF UseCThreads}
    cthreads,
    {$ENDIF}{$ENDIF}
    Classes,
    { add your units here }
    dglOpenGL,

    sysutils,

    phxClasses, phxFonts,
    phxImages,

    phxScreen;

    var
    Screen: TPHXScreen;
    Img : TPHXImage;
    Font : TPHXFont;
    begin
    // Create the window
    Screen:= TPHXScreen.Create('Phoenix Texture', 100, 100, 800, 600);

    // Open the window
    if not Screen.Open then Exit;
    // Doesn't work if the image code is here
    //{
    img := TPHXImage.Create;
    img.LoadImage('test.bmp');
    //}
    Font:=TPHXFont.Create;
    Font.LoadFont(ExtractFilePath(ParamStr(0)) + 'Arial16.phfnt');
    // Works if the image code is here
    {
    img := TPHXImage.Create;
    img.LoadImage('test.bmp');
    //}

    repeat
    // Clear the window
    Screen.Clear();

    // ... do the rendering here ...
    img.Draw(0, 0);
    Font.TextOut(5, 5, 'Testing the font engine', clrWhite);

    // Flip the buffers
    Screen.Flip();

    until (Screen.Visible = False);
    Screen.Free;
    Font.Free;
    img.Free;
    end.[/pascal]

  8. #138

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Uh, Jeremy? That's because if you don't create the object you're loading something into nothing... hence the problem. You always ought to create/initialize the object prior to loading data into it. Hehe. :lol:

  9. #139

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Actually, the highlighter is screwed up for pascal. Take a look at the comment blocking system, its being created. The code works fine in one instance and not in the other. By taking advantage of the pascal comment types you can use things like //{ //} to optionally comment out code. Course an IFDEF would be more appropriate, but I started doing this so long ago and just have never changed when its only testing

  10. #140

    Writing a better 2D engine. (Phoenix 2D Game Engine)

    Works both ways for me, but then i have a new version of the texture loader so it may be because of that...
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

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