The canvas problem; probably some kind of nullpointer exception i've overlooked, they dont show in the log.Originally Posted by Traveler
For the pxhTexture problem, compiler and version ?
The canvas problem; probably some kind of nullpointer exception i've overlooked, they dont show in the log.Originally Posted by Traveler
For the pxhTexture problem, compiler and version ?
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
Delphi 7 PEOriginally Posted by Andreaz
Hmm, okey. That makes no sence since i've doing the dev in D7, and that version was kindof rushed the final stages to get it working.
I have coded alot since then so it may be helped, and yes it's getting close to 1.0, more or less all the features for v1.0 is implemented, only left some testing and debugging.
I have to fix the homepage aswell, but time... gash !
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
I've been getting to know this lib recently and demos are fantastic. I plan to use some free time here and there to work on a 2D shooter. So far I have designed my own ship, dropped in a makeshift starfield using an off-screen particle fountain, ship movement, and basic bullets are working.
I'm looking forward to grasping the collision detection, which I understand is even capable of dealing with rotation. Also, I wouldn't mind getting a demo of loading a .phxmap, smoothly scrolling it, etc... though I'm sure this is part of the delay for 1.0 since most of the Tiles stuff I've tested seemed the least polished of the demos.
Andreaz, thanks for creating a such a cool 2D library for Delphi/Pascal. I'm sure I'm not the only one looking forward to your next big update.
Yeah, the rotating collisions will be in 1.0, not that shure about the tile engine through, there's alot of considerations for the tiles that i havn't decided yet.Originally Posted by crackmeal
But if there's interest i can release the code-so-far of that one aswell...
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
[pascal]inc(interest);[/pascal]Originally Posted by Andreaz
I am even more interested because of the words "rotating collision." I downloaded and tried the binaries just yesterday and was really impressed. Rotating collisions will just be icing on the cake.
I'm seriously thinking of working with Phoenix now. Cross platform things are more interesting with the advent of Vista I must say.
There is an interestBut if there's interest i can release the code-so-far of that one aswell...
I started on a game in Phoenix, but decided to put in on hold, waiting to see what the upcomming release of Phoenix can do for it.
I would personally like to see how much progress you've done since the last release, and I'm pretty sure there are others who agree with me
Imagine I've written something clever here inspiring you to make something awesome. If that happens give me credits
Hey Andreaz, are you using FastGEO for collision detection? It might really help you accelerate the inclusion of collision detection of all types and let you get back to finishing off version 1.0!
How many demos/examples are there available for this library now? If you have a few 'mini' games a showcase page might be a great way to 'display' them all to attract interest.
The eyes are the strongest of all our 5 senses, no?
No, i'm using a custom build engine based on the Seperating Axis Theorem with support for polygons and circles, more primitives may come if needed.Originally Posted by Robert Kosek
The collision responces arent 100% working and will not be in 1.0, it's really hard getting accurate results in this section. (However not many libs supports even rotating collision objects so i'm quite pleased with the result nontheless).
But FastGEO may prove usefull in the future!
There's a 10 demos or so avaiable for now, i have a few game demos in the making, it takes alot of time creating graphics and such through.Originally Posted by WILL
I have spent some time latly on improving the various editors, a brand new font editor, improvments to the image editor, gui etc.
The last few days i've been going over all sources to make shure it compiles in fpc aswell as delphi 7 and making shure the demos has up do date projects for both compilers.
I'm spending a few days at the beach now as finally the summer weather has catched up with us here in sweden, have two veeks vacation left and my intention is to have 1.0 relased before that is over
And finally the status of the Tile engine is as follows; more or less the thing that is done so far is the rendering and layer handling, and only for normal rectangular grids, havn't really came up with a good way of handling isometric grids and collisions and such... It's easy to design a tile engine for a specific game, alot more troublesome to make one dynamic enough to support rpg's platforms and isometric games at once
Thanks for all the post through, it really gives one more enery and will to work on the lib's when people discusses is!
Andreas over and out!
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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