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Sanctus

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  1. Figured it out. It is indeed a bug but I managed to make a hack. I'll make a report when I'll have the time.
  2. Hey guys. So I was continuing to work on my project and I got to the part where I save the maps that I create in my own editor. There was a bug that made heightmaps flip on some axis or something but now that got fixed with 2.32. Still when I save my alpha map with dds format (for png,tga,etc it said that there is no loader though on wiki it says that there are) and load them back I get very squared textures just as if all the vertices of a square of terrain have the same blend value. Look at the picture below to understand better what's happening. Does it happen to anyone else?
  3. Take this from a C++ elitist: BlitzMax is awsome. I programm anything related to leadwerks in it and I never use the sandbox. It's easy to set up and start programming. I also tried DBPro and all that ****. Glad I didn't buy anything. You will see that Leadwerks also has small bugs (which is normal thinking it's made by just one guy) but you will get fixes for them and nothing will actually stop you from working. DBPro as I remember it had tons of bugs with some that were actually big.
  4. This actually happens because of blitzmax. When I was making Mahjongg I noticed this. I noticed that if you printscreen, alt-tab,paste to paint it will be black, but alt-tab again and printscreen again and the paste will be good. Didn't test it with Leadwerks but it's based on Blitzmax internals and also uses OpenGL so it should be the same.
  5. I guess file->New->Lua File then you save and compile (or just compile not sure). But that depends if you want to do some real work with blitzmax or c++ or just fool around in the editor.
  6. Here is my style of multi-level games: Type Tapp Global ResX:int Global ResY:int Global Depth:int Global FullScreen:Byte Global game:TGame Function Start() End Function Function Run() End Function Function LoadConfig() End Function Function SaveConfig() End Function Function LoadResources() End Function End Type Type TGame Field screen:TScreen Method Initialize() End Method Method Draw() End Method Method Update() End Method() End Type Type TScreen Field elementList:TList 'by element I mean GUI objects Field objectList:TList 'Basically everything that can be updated/Drawn Field World:TWorld Field Camera:TCamera Method Initialize() End Method Method Draw() abstract Method Update() abstract End Type Type TGameScreen extends TScreen Field Level:TLevel Field player:TPlayer Method Draw() End Method Method Update() End Method End Method Type TLevel Field basePivot:TPivot 'A lot of other info about the level' Function Load:TLevel(path:string) End Function End Type I hope this gives you an idea. Basically that's why I'm saying people shouldn't start big projects before doing at least one normal casual game where they can learn these things.
  7. Chillout! I'm sure there will always be support for Blitzmax. Even in LE3.x
  8. You know why? The guys who manufacture them use old parts or parts that have problems just to get them cheaper(why do you think they are 25-50% cheaper?). I know this from a guy that worked on the assembly line. Frankly I'm looking at Asus G51J. A bit expensive but freaking hardcore in terms of performance and it's not bloated like those from Alienware.
  9. Okay while I programm in C++ for the most I just have to say the you are an idiotic freak to say "Nobody uses Blitz for professional development." People got more money from blitzmax and blitz3D than your life will ever be worth. I had a job to do a clock with nice graphics. I did that in like 2 hours and I got around 250$. Look at Gray Alien games. The guy there programs his games in blitzmax and now works at Bigfish games. Blitzmax supports a lot of nice features (language-wise) and even if it has a garbage collector it runs fast. If I'd have to do a casual game I'd choose blitzmax FTW. Tough I'd have to agree with you on some points. The support could be better on actual features not "How would I go to making burning building" or stuff like that. And Lumooja don't say that the support the fastest. Maybe that's because you have a source license but not everyone affords that. Also yes indeed not many games have been made. The free ones can't even really be called prototypes and I wonder if even 5% from the games that people work on will hit the shelves. Still... give it time. Once all the functions will work well it will be really nice to use it. Btw guys if you want to develop a MMO check out Hero Engine. Awsome stuff there. Thinking of buying that just for the pleasure of having it.
  10. You are welcome mate. Hopefully it will be fixed in the final LE2.32 About the camera pick and load/save heightmap I think it was on your email. Anyway I'll prepare a short demo to show you exactly what I'm talking about. Yeah I noticed people who load from the SandBox don't seem to have this problem. That code doesn't work at all on my terrain. I programm in C as well so that's not a problem Thank you.
  11. Hm.. and do you create the terrain youserlf or load it from a file? I create them myself but I have to reverse x and y for it to give the good results on screen. If it's not too much to ask could you offer some snippets of code?(for the camerapick thing) Thanks in advance.
  12. Yes it may be a feature that nobody uses but if you claim on so many ads to have such a great terrain system then it has to be working. Am I not supposed to use a feature that's avaialbe just because other people don't use it? No actual game will be made with the sandbox so developers will have to use the actual engine for this. You haven't answered anything about the camerapick not working on terrains and neither on the loading/saving from file. These are vital parts of a game and they are not working. I'll try your new function and tell you how it's working.
  13. Good to know. Maybe Josh will upload a compiled version here so nobody has to search for it like me.
  14. Thanks Lumooja. For some reason I tought internet archive does not store downloads. But seriously.. A lot of people will need this sooner or later so it could be stored on this website(if the author aprooves it)
  15. From what I understand from the wiki the only way to load a font is to create it with FontStudio. The software exists no more (I tried for like 2 hours to find a download) and thus I can't add Fonts to my interface. Because of the lack of a simple feature as ttf loading (and the "supported" one not working) there is currently no (documented) way of drawing a text with a certain font. Font's are not documented under bitzmax. In c++ LoadFont returns a TFont but in blitzmax it returns a TGLFont.
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