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TIGSource ForumsCommunityDevLogsMoonQuest
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nuchon
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« Reply #800 on: July 02, 2012, 03:22:07 PM »

I love this project, congratulations!   Gomez
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eigenbom
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« Reply #801 on: July 02, 2012, 10:34:54 PM »

thx nuchon Smiley

Update: working on a basic sprite viewer so I can fix some issues with the animations. the spriteviewer opens a package and lets you view each of the sprites in it, showing the pivots and anchors (the pink square), allows zooming right in, slowing down the anim, etc... uses fltk for rapid but ugly gui goodness.



(solar cat by solarlune)
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eyeliner
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« Reply #802 on: July 06, 2012, 03:05:40 AM »

Nice, you also make the tools for your game. That's boss.
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kamac
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« Reply #803 on: July 06, 2012, 07:02:04 AM »

That's nice GUI eigenbom! Do you use some library for it or...?

Would be nice if you could share with us how did you achieve it  Smiley
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DustyDrake
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« Reply #804 on: July 06, 2012, 11:11:38 AM »

uses fltk for rapid but ugly gui goodness.
He uses something called fltk I guess.
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eigenbom
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« Reply #805 on: July 06, 2012, 06:16:59 PM »

Yep, DustyDrake, I used http://www.fltk.org/ for the gui. It's simple and small, and good for quick behind-the-scenes tools. It's c++ and comes as a single statically-linked lib, unlike some other behemoth GUi libs out there. Though if I were to make, say, a level editor for mass consumption, I'd probably use Qt.

I grab the window handle from fltk and pass it to sfml so I can use my engine to render the actual sprites.

And @eyeliner, for sure! Making tools is one of the many fun things about gamedev! :D
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happymonster
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« Reply #806 on: July 07, 2012, 12:46:32 AM »

You're just showing off now.. Tongue
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eigenbom
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« Reply #807 on: July 07, 2012, 07:47:43 PM »

Nah, sfml and fltk make it simple to link the two...
Code:
Fl_Window* win;
sf::RenderWindow sfRenderWindow;
..
sfRenderWindow.create(fl_xid(win));
Voila! Wink
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eigenbom
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« Reply #808 on: July 07, 2012, 09:26:47 PM »

Update: Few miscellaneous bugfixes and some work on making the chopping anim a bit nicer (slowed down in the gif below). I'm pretty happy with it, and looking forward to moving on to the next thing.

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happymonster
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« Reply #809 on: July 08, 2012, 12:08:12 AM »

Why has he got a brown mouth and eyes? Poor Moonman!  Shocked
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eigenbom
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« Reply #810 on: July 08, 2012, 12:41:00 AM »

Umm, i'm not sure! Edit: Fixed! It's now a very dark gray. Smiley
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DustyDrake
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« Reply #811 on: July 08, 2012, 12:21:18 PM »

...no it's not...
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Ocid
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« Reply #812 on: July 08, 2012, 02:23:55 PM »

Hey Eigenbom.

Got to say I've thoroughly enjoyed reading over the entire moonman devlog today. I love the art style you've got going here, something about it just really appeals to me.

Health problems have come around again which makes it almost impossible for me to do any work so the technical bits you've shown have given me a few ideas to try whenever I'm able to get back to doing anything. It's also got me wanting to check out SFML or the .Net port of it atleast so thanks for that.

I'm so up for dropping some money on this when its ready.
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eigenbom
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« Reply #813 on: July 08, 2012, 03:07:11 PM »

@Ocid Thx, I'm glad you enjoyed reading the devlog. It's been really fun to write, and it's going to be awesome to come back and read it in a few years time. Good luck with your own projects, and feel free to ask any technical questions here about moonman, and I'll try to answer them. Smiley

@dustydrake I didn't update the gif, but the moonman sprite on my hdd is definitely updated. Believe me?! Tongue
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eigenbom
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« Reply #814 on: July 08, 2012, 07:57:13 PM »

Crossposty, lighting test..

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eyeliner
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« Reply #815 on: July 09, 2012, 02:43:08 AM »

I'd like to ask a favor. Could you try to animate thy moonman without him bending his legs when axin'/swordin'/pickin'?

I can't do it at the moment, but by using my illusion, I believe it would look weird enough to fit the rigid style of the character.
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Ocid
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« Reply #816 on: July 09, 2012, 02:52:03 PM »

Thanks for the offer of answering any technical questions I might have. Don't really know of anything I could ask at the moment until I'm able to try them myself whenever that is. Probably the only thing I can think of just now would be you said you're using SFML's in built networking stuff but how would you compare that to other librarys like lidgren or something. Not really much of a technical question I suppose.

After reading this through though and thinking about it last night you did make me want to pick up a book or two so I'm at least doing something just now even if not taking much on board so uh thanks again for that Smiley.
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eigenbom
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« Reply #817 on: July 09, 2012, 04:21:04 PM »

@eyeliner I tried without the bendy legs, but you don't get a feel for the weight of the axe. Although I totally agree, keeping the rigidness of moonman in his anims is important. I guess another thing is that I'll be re-using the anims in other characters.

@ocid Yeh, no worries. I haven't looked at sfml's networking stuff in detail, but, like the rest of sfml, it'll probably be fairly simple and low-level. Luckily because sfml is split into fairly distinct modules, I will be able to swap in something else fairly easily if the need arises.
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eigenbom
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« Reply #818 on: July 09, 2012, 06:55:43 PM »

Update: started merging the lighting code into the game, here's some preliminary screens..

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eigenbom
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« Reply #819 on: July 09, 2012, 11:21:33 PM »

Update: Did a few adjustments to the lighting.

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