Well I call myself a contributor - but I've done less than 1% of the work
When my tuts are done then I can say I'm a real contributor
Well I call myself a contributor - but I've done less than 1% of the work
When my tuts are done then I can say I'm a real contributor
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
Oh yes - I tried compiling some of the examples in Delphi and had a number of problems - can we please try and get this compatible for Delphi and FreePascal please.
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
What problems? I just had to change a few register things with IfDefs and all went well. I'm sure that once a code locked version is released it can be setup to compile in both IDE's. At least I know that the scripting engine compiles in both right nowOriginally Posted by cairnswm
- Jeremy
http://www.eonclash.com/
Only class that has changed name so far is the phxWindow -> phxFrame because the Window class in the gui engine. I have no plans on changing any other namesOriginally Posted by cairnswm
Yeah, i know this, one compiler directive delphi doesn't like and a helper function in the sprite engine that currently uses overloaded operators.Originally Posted by cairnswm
No big stuff but havent had time to test it out in delphi yet.
I'm currently working on the paricle engine, it will be a hybrid between the GLX particle engine and the XParticle of apshyre. I felt the apshyre engine a bit limited in my own taste so i wrote a new one from scratch
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 am away from home for most of this weekend. So I will start on the tutorials on Monday.
phxWindow -> phxMainWindow -> phxFrame
Wht not phxDraw - then its similar to GLX and DelphiX names?
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
Okey you got me, had a temporary name in the middle there
I've considered using the draw name, but dont know if it makes any sense, but it could be advantageous with the same name even trhough mosth functions is window management related... what do you think
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 think the best name would be to call it screen: phxScreen because it does actually refer to the full screen as opposed to a GUI window that gets created.
(In fact when I did DelphiX stuff I used to Create a Screen class for interaction with the DXDraw components)
William Cairns
My Games: http://www.cairnsgames.co.za (Currently very inactive)
MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)
Screen, good idea, i'll change to 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
I'm wrapping up the final changes and additions to the latest version, here's a preview of what will be included.
Upcomming additions and changes:
- TPHXFrame renamed to TPHXScreen for better description.
Particle System, powerfull and fast. Editor is wip
Package System, distribute all you game files in one big package, including edtior
The updated version of the image list
Expect it in the newt few days. (If nothing unexpected happends ofc)
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
Here's the next release, have made a overhaul of all code so now everything is named correctly and should be compilable in both delphi and fpc.
Now every classname and unit name is final, so can in some way consider this as the first official release, please download it and give it a good testing so we can get rid of all bugs and errors.
What to note through is that the compression / repackaging (removing the defragmentation from deleting files) of the package routines is not addded yet, but this is just nice-to-have features and not required so not highest priority just now.
http://www.glxtreem.net/Phoenix2006-08-15.rar
I have started on the html documentation using fpdoc (altrhough i needed to rebuild it to get it working ), alot better then pasdoc i've used before, this means i propably remove all documentation comments from the source code in a future release.
Included in the release is a new Font converter for converting BMFonts to the phx font format. ( Interesting in writing a full fledged editor anyone ?) A package editor as well as the basics of a particle effect editor that needs alot more work.
I have some plans on making some small changes to the TPHXImage class aswell to make the pixel data of the images exposed to the end user but this is nohing that will change how the image class works through.
I have also added alot more rendering functions, some of cairnswm's and some of my own, highly optimised of course.
What is on the future is a TileMap with multiple layers and TileMap -> Sprite collision support.
Have Fun !
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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