|
Maud'Dib Atreides
|
 |
« Reply #60 on: March 01, 2013, 07:05:24 PM » |
|
*That lighting*
I like it
|
|
|
|
|
Logged
|
Guy: Give me all of your money. Chap: You can't talk to me that way, I'M BRITISH! Guy: Well, You can't talk to me that way, I'm brutish. Chap: Somebody help me, I'm about to lose 300 pounds! Guy: Why's that a bad thing? Chap: I'M BRITISH.
|
|
|
|
|
|
Fleury
|
 |
« Reply #62 on: March 04, 2013, 04:08:11 PM » |
|
Hrm.. it would appear that when I made the switch from SDL.NET to OpenTK several years ago, that input method editor support in my projects got forfeit on Linux and OS X.  I don't regret ditching SDL .NET (portions of that API are still based on the tao framework, which was an absolute nightmare...  ) but it seems that SDL (non .NET version) has better international support than OpenTK. Writing my own bindings (and supporting config files for Mono) to SDL won't be easy  , but I'm going to take a stab at it. 
|
|
|
|
|
Logged
|
|
|
|
|
Fleury
|
 |
« Reply #63 on: March 04, 2013, 11:33:32 PM » |
|
 So the input method functions referenced on the SDL.NET wiki: SDL_StartTextInput() and SDL_StopTextInput() don't actually exist in the current stable release of SDL (SDL 1.2). From what I can gather, those functions were part of a branch "gsoc2009_IME" back in 2010 that was closed as "obsolete" and may have been merged (dunno if into SDL 1.3, or "SDL 2.0" (note, can't find proof it exists in the GIT repo)), or just scratched). It couldn't have been my SDL library that worked with IME, it must have been even older solution (hiding a textbox offscreen on a WinForm). Back to the drawing board for getting IME support. 
|
|
|
|
« Last Edit: May 24, 2013, 12:04:10 AM by Fleury »
|
Logged
|
|
|
|
|
makerimages
|
 |
« Reply #64 on: March 05, 2013, 02:06:25 AM » |
|
The game looks good, but reading the feedback and your replies to it really discourages me to try even the free levels out after I'm out of hospital tomorrow.
|
|
|
|
|
Logged
|
Makerimages-Its in the pixel
|
|
|
|
|
|
kamac
|
 |
« Reply #66 on: March 05, 2013, 09:44:30 PM » |
|
Keep these updates and news rolling! I am interested in being up to date with how's your MMO doing.
|
|
|
|
|
Logged
|
|
|
|
|
Fleury
|
 |
« Reply #67 on: March 07, 2013, 12:16:30 AM » |
|
Making progress on restoring input method editor support, but it seems I've introduced a new bug pertaining to the function keys. F10 seems to have a unique keycode on OS X (dunno if just library issue, or what), and F11 won't even get sent to my application (despite my attempts with overriding ProcessCmdKey). | Function Key | - Windows Keycode - | OS X Keycode | | F1 | 112 | 112 | | F2 | 113 | 113 | | F3 | 114 | 114 | | F4 | 115 | 115 | | F5 | 116 | 116 | | F6 | 117 | 117 | | F7 | 118 | 118 | | F8 | 119 | 119 | | F9 | 120 | 120 | | F10 | 121 | 109 | | F11 | 122 | ? | | F12 | 123 | 123 |
If this is the only side-effect, I think I'll just ensure only F1-F9 are ever used.
|
|
|
|
|
Logged
|
|
|
|
|
Fleury
|
 |
« Reply #68 on: March 09, 2013, 12:08:14 PM » |
|
Bah, my attempt at using WinForms+GLControl didn't succeed due to a bug with WinForms on OS X that causes keyboard events to become incorrect, duplicated, or missing. My luck at choosing libraries to use on OS X seems to be quite bad: - SDL - Fails on OS X due to lack of input method editor support.
- Novell's WinForms - Fails on OS X due to obnoxious bug.
- OpenTK - Fails on OS X due to lack of input method editor support.
GTK# could work, but I'm worried I might run into difficulties setting up an OpenGL context. A better solution, I believe, is to simply write the Objective-C Cocoa toolkit myself (there's very little I actually need: keyboard+mouse+openGL context). I took a few stabs at it today, and it's off to a great start; I can create a minimalistic Cocoa window that (1) doesn't use nib/xib/IB or any other of XCode's automatons, (2) supports input method editors, and (3) doesn't hand over control of the main loop. The trick will be wrapping it all up into a C library to be platform invoked from C#. (click to enlarge)
|
|
|
|
« Last Edit: March 09, 2013, 12:33:53 PM by Fleury »
|
Logged
|
|
|
|
|
|
|
|
|
kamac
|
 |
« Reply #71 on: March 13, 2013, 07:20:59 AM » |
|
Congratulations 
|
|
|
|
|
Logged
|
|
|
|
|
|
|
kamac
|
 |
« Reply #73 on: March 15, 2013, 05:15:12 AM » |
|
That's nice. Althrough, here are my thoughts for now... 1. The graphics need their own style. Currently they look like some of them would be taken from one place, and some from other which gives mixed-style, and it doesn't look too good. That's the most important one. 2. Your site http://www.pixelchampions.com/ would require a slight redesign I think. ( I am not saying that I can do alot better, but for comparison you might want to take a look ) I am sure that your site could be much more responsive. For example, menu buttons could atleast highlight when we mouse hover on them. Same for library buttons. Your game might be great and all, but those two things (appearance and website) are actually making somebody either play your game or leave it. You might either ignore these advices, or try to make some use of them. Hope it's helpful. PS. You might want to switch your website to pixelchampions.com from frostwinds.com in your TIG profile
|
|
|
|
|
Logged
|
|
|
|
|
Fleury
|
 |
« Reply #74 on: March 17, 2013, 04:23:34 PM » |
|
I've started working on roads to connect (what will hopefully soon be) large cities. The roads provide a speed bonus to the player, and should allow me to seperate the cities quite far apart without the need for additional boats. Now I just need to adjust some weights in the auto-walk code so that it favors having the player walk on roads rather than the shortest path. 
|
|
|
|
|
Logged
|
|
|
|
|