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Thread: The Probe

  1. #101
    Hey all,
    I now have most of my old shiny slick Immediate Mode GUI stuff ported over to my new cross-platform engine, and is now part of the engine itself, so I can do suff like so:


    initialization
    Code:
    procedure TTheProbe.OnCreateResources(var aExecuting: boolean);
    var
      x,y : word;
      sr  : TSoundRequest;
      i   : Integer;
      Resource    : TMemoryStream;
      ResourceName: AnsiString;
    begin
    ...
      if GetResourceByName('systemgui',ResourceName,Resource) then begin xeEngine.GUI.LoadGUIFromStream(Resource,xeColorKey,True); Resource.Free; end;
    ...
      xeEngine.GUI.ResetLastWidget;
    ...
    end;
    updating
    Code:
    procedure TTheProbe.OnUpdateFrame(aTimeSlice: single; var aExecuting: boolean);
    var
      t: Single;
    begin
      inherited;
    
    
    ...
      xeEngine.GUI.Update(aTimeSlice);
    ...
    end;
    Rendering
    Code:
    var
      RadioButtons: array[1..2] of Boolean = (True,False);
      ActiveRadio : Integer = 1;
      ShowGUI     : Boolean = True;
      avalue      : Single = 50;
    
    
    procedure TTheProbe.RenderTestGUI;
    var
      i: Integer;
      y: Single;
      h: Single;
    begin
      h := FFont.MaxHeight(1) + 4;
      xeEngine.GUI.Prepare;
      try
        xeEngine.GUI.SetFontColor(xeEngine.MakeColor(255,255,255,255));
        xeEngine.GUI.SetBackgroundColor(xeEngine.MakeColor(64,64,64,255));
        xeEngine.GUI.StartWindow(100,100,285,150,'Video Options',FFont,True);
    
    
         y := 8;
    
    
         for i := 1 to High(RadioButtons) do
         begin
          if xeEngine.GUI.DoRadioButton(ActiveRadio = i,8,y,Format('radio button#%d',[i]),FFont) then
          begin
            ActiveRadio := i;
          end;
          y := y + h;
         end;
    
    
        if xeEngine.GUI.DoButton(8,60,75,30,'ok',FFont) then
        begin
          ShowGUI := False;
        end;
        y := y + 35;
    
    
        xeEngine.GUI.DoLabel(8,y,'some trackbar',FFont,xeYellow,True);
        y := y + h;
    
    
        xeEngine.GUI.DoHorizontalTrackBar(8,y,100,0,100,avalue);
    
    
        xeEngine.GUI.EndWindow;
      finally
        xeEngine.GUI.Finish;
      end;
    end;
    which does this


    And it just works

    cheers,
    Paul
    Last edited by paul_nicholls; 09-10-2011 at 09:28 PM.

  2. #102
    PGD Staff code_glitch's Avatar
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    ooh, shiny indeed
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  3. #103

  4. #104
    Finally! I have now managed to make horizontal and vertical scroll bars with proportional thumb size, and page+document size.

    I am using them in the WIP editor for The Probe



    I can now edit a level, just not save, load, or test it yet!
    I also can't create/edit links for teleporters, switches, and warps yet either...but it is a good start

    cheers,
    Paul

  5. #105
    cool work, i see that you've included even layers on it o.O
    Current (and lifetime) project: FAR Colony
    https://www.farcolony.com/

  6. #106
    Quote Originally Posted by farcodev View Post
    cool work, i see that you've included even layers on it o.O
    Thanks mate
    In The Probe the layers are like so:

    Layer#0: warps, teleporters, travellators
    Layer#1: TLS beam layer
    Layer#2: main layer for player, walls, crystals, rocks, etc.
    Layer#3: Acid

  7. #107
    I have finally gotten other stuff into my editor like working switches, teleporters, and travel tubes...

    So, this means that I am just about ready to release a simple demo version of The Probe with some test levels so you guys can try it out...finally! <phew>
    Last edited by paul_nicholls; 05-12-2011 at 09:56 PM.

  8. #108
    Finally, I have uploaded a test version of The Probe to my DropBox folder:

    http://dl.dropbox.com/u/1805932/TheProbe_Game.7z (2.46MB, Windows version only right now...Ubuntu version coming soon!)

    Just unzip it to some location, it doesn't need installing.

    If you don't get any sound, you need to install OpenAL...
    http://connect.creativelabs.com/open.../AllItems.aspx

    It includes a help file .pdf, and the executable even has various extra modes like an Editor mode, fullscreen mode, and stand-alone level mode!

    Please read the help document first, and then try it.

    The in-game menu doesn't have some options working so they are greyed out for now (load custom levels, help, and options).

    Please give me some feed back as to what you think so far, and if you feel so inclined, even try making some levels using the editor so I can try them out. If the levels are good enough I might include them in the final game as one of the 'campaign' levels!

    Enjoy!
    Cheers,
    Paul

  9. #109
    I would like to try your game out, but can't start a new game. The reason is a bit strange keybord hardware configuration of my laptop. Both Enter keys are acts as NumpadEnter (the only drawback of my laptop).
    So it would be nice if you add support to use both Enter keys (VK_RETURN and VK_ENTER) for Executing menu commands.
    Another thing that bothers me is the fact that you hide mouse cursor when user moves mouse pointer over the game windows, but don't handle any cursor drawing by yourself. So my cursor just disapears and I don't know where it is. Yes I do understand that in some situations this is neccesary, but I realy don't see need for this in the main menu.

  10. #110
    Hi SilverWarior,
    thanks for the report of the issues

    I will add in support for KEY_KP_ENTER (my internal numberpad enter key) so you should be able to use the menu.
    With regards to the cursor issue, did you want me to make the cursor appear in the menu at all times, but not in-game?

    BTW, the menu will sometimes have GUI controls appearing that you can click with the cursor, and in these times the cursor will appear then.

    cheers,
    Paul

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