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Thread: g2mp cross platform pascal engine

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  2. #2
    PGD Staff / News Reporter phibermon's Avatar
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    Top stuff Dan! your compiler intergration and many aspects of your interface are well in advance of what I've created - editable curves for opacity and the such is a great way to go! I've gone with a time-line that spans a particle life and mutators/effects are dropped onto / stretched across portions of the timeline to apply different things such as opacity fades - however because they apply relative changes and not absolute changes I lack the fine grain control of your curves - basically the same in principal but your system appears to be better to work with - I think I prefer your idea

    EDIT : gah I knew I should of stuck with 2D - I just can't develop as fast - you've got so much wrapped up and working like a charm meanwhile I'm neck deep in 3D stuff - absolutely fantastic work Dan - I'm really impressed - this is what we've all needed for a long time!

    Can you have multiple layers for your scene? for parallax scrolling of backgrounds? they could be coded by hand by the player but I think layers in a hierarchy with a scalar factor and an assigned 'tracking node' which is used to move the layer (applying scale and position relative to parent) would be a great thing to wrap up in your GUI - especially if you can apply visual effects to entire layers - for example washing out colour for 'far away' layers - I think it would be an apt feature to what you've created - if you've not already done it
    Last edited by phibermon; 22-12-2015 at 01:44 PM.
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  3. #3
    I think there is nothing wrong with focusing on 3d, but the reason I started with 2d tools is because I wanted to workout all the UI controls while doing something simple. later I am also planning to work on 3d stuff, so in some way you are actually ahead of me and of course I also still have lots of bugs to iron out so it's not all rainbows and unicorns, yet .

    the parallax scrolling is very easy to achieve. all you need to do to create a background that seems infinitely far away is set the position of that entity to the position of the display (the scene to screen transformation manager). if you want to make a layer seem a bit closer then you just need to set its position to something like dipsplay.position * 0.9 and you will have a parallax effect.

  4. #4
    Actually the parallax scrolling is achieved by simply combining two or more layers where background layer is moving at a lower speed than the foreground layers.
    And you can get even better impression by simply increasing the number of background layers. And by controlling their moving speed you can change the impression of how far away from the camera they are.

  5. #5
    hi everyone, I am back with another video of building for android in g2mp toolkit. this is a very experimental feature at the moment. the testing device in the video is an ARM android emulator so the performance is slightly below excellent
    https://youtu.be/PXHwAIJ8WQk

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