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Pages: 1 [2] 3 4 ... 38
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22
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Player / General / Re: I made something!!
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on: March 21, 2009, 01:02:53 PM
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I thought so. Isn't that program really expensive? Also how did you get it to do English, if it's the version I think it is?
Its not, I used the Vocaloid Luka, who is bilingual.
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26
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Player / General / I made something!!
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on: March 19, 2009, 09:51:50 PM
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Its sorta really silly, but my lifes been sorta a mess lately i made this though! Hope everyone likes it. I think its better if i dont say anything about it...
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28
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Community / DevLogs / Re: Fez
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on: January 30, 2009, 01:08:05 PM
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Its truuuuueeeeee! I'm really excited to be on board!!!
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29
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Developer / Technical / Re: Post your main function
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on: January 19, 2009, 05:44:51 PM
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Its not really as bad as it looks... im sort of in the process of reorganizing everything but I'm lazy because it works and im still implementing stuff...
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30
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Developer / Technical / Re: Post your main function
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on: January 19, 2009, 05:42:01 PM
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int main(int argc, char **argv) {
//lua_State *myLuaState = lua_open();
// Connect LuaBind to this lua state //luabind::open(myLuaState);
// scr.mylua=myLuaState;
bool fullscreen=false; const SDL_VideoInfo *video = SDL_GetVideoInfo();
SDL_EnableUNICODE(true); InitGraphics(); InitSound(); ss.loadSound("sfx/clouds2.wav"); ss.loadSound("sfx/clouds3.wav"); ss.loadSound("sfx/clouds.wav"); ss.loadSound("sfx/bird.wav"); ss.loadSound("sfx/water1.wav"); ss.loadSound("sfx/water2.wav"); ss.loadSound("sfx/launch.wav"); ss.loadSound("sfx/air.wav"); ss.loadSound("sfx/air2.wav"); ss.loadSound("sfx/door.wav"); ss.loadSound("sfx/choice.wav"); ss.loadSound("sfx/switch.wav"); ss.loadSound("sfx/wallcrash.wav"); ss.loadSound("sfx/dash.wav"); ss.loadSound("sfx/big_slice.wav"); ss.loadSound("sfx/big_drop.wav"); ss.loadSound("sfx/monster_part_floor.wav"); ss.loadSound("sfx/monster_die.wav"); ss.loadSound("sfx/fall_soft.wav"); ss.loadSound("sfx/fall.wav"); ss.loadSound("sfx/grab.wav"); ss.loadSound("sfx/step.wav"); ss.loadSound("sfx/hurt.wav"); ss.loadSound("sfx/contact_top.wav"); ss.loadSound("sfx/monster_hurt.wav"); ss.loadSound("sfx/step_small.wav"); ss.loadSound("sfx/knife_swipe.wav"); ss.loadSound("sfx/text.wav"); ss.loadSound("sfx/text_next.wav"); ss.loadSound("sfx/step_2.wav"); ss.loadSound("sfx/swoosh.wav"); //scr.load("map/game.txt");
scr.addFileToQueue("map/game.txt");
PP = new particles(tl.returnTexture("gfx/particles.bmp")); PP->SCR=&scr;
P= new player(); P2= new player_elle(&scr); //P->init(15,15,tl.returnTexture("gfx/char_v2.bmp")); P->Map=&cmap; P->c=&col; P->pp = PP; P->sl= &sl; scr.C=C; scr.tr=&ts; scr.pmap=&pmap; scr.cmap=&cmap; scr.ml1=&ml1; scr.G=&G; scr.ml2=&ml2; scr.gfont=&gfont; scr.msgb=&msgb; scr.sl=&sl; scr.P=P; scr.PP=PP; scr.ss=&ss; //scr.GLO=&GLO; scr.W=&W; scr.npcs=&npcs; scr.tl=&tl; scr.in=&In;
//luabind::module(scr.mylua) [ //luabind::def("addNPC", playSong) //];
sl.set(0,"0,1,2,3,4,5,6,7"); ts.init(tl.returnTexture("gfx/transition.bmp")); pxtone_Ready(GetSDLWindow(), 2, 22050, 16, 0.1f, TRUE, NULL);
//NPCtype Np = NPC_WINTER;
npcs.C=C;
npcs.MAP = &cmap; npcs.SCR=&scr; npcs.PP=PP;
msgb.init(&gfont, scr.gfont2, tl.returnTexture("gfx/window-tileset.bmp"), tl.returnTexture("gfx/portrait.bmp")); msgb.scr=&scr; //msgb.updatePos(48, 159,14,4); msgb.updatePos(48, 159,14,4); W.scr= &scr; npcs.PLAYER=P; P->npcs=&npcs; Uint32 ticks=SDL_GetTicks(); Uint32 ticks2; In.SCR=&scr; In.init(10,2,26,26); ////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////
CAM= new camera(SCREEN_W/SCALE/2,SCREEN_H/SCALE/2,SCREEN_W/SCALE,SCREEN_H/SCALE); CAM->M=P->m; CAM->MA=&ml1; CAM->followx=true; CAM->followy=true; CAM->SCR=&scr; npcs.CAM=CAM; scr.CAM=CAM; scr.console=false;
///////////////////////////////VARIABLE INITIALIZE////////////// SDL_Event event; float count=0; int go=0; int dirX=0; bool jumping=false; float jumpVel=0; float slow=0; bool holding=false; bool cutsceneEnd=false; //////////////////////////////////////////////////// /////////////////////////////////////////EVENT LOOP //scr.addFileToQueue("scripts\\scr.txt"); while (go==0){
while (SDL_PollEvent(&event)) { go = G.ping_event(event); //MAP->updatePos(x,y); }
if(SDL_GetTicks()>ticks+22.0f){ ticks=SDL_GetTicks();
if(!scr.console){ scr.think(); } //scr.hasControl=true; P->resetKeys(); //P->rightP=true;
if(ts.done()){ if(G.ping_key(KEY_A)){
} if(G.ping_key(KEY_Z)){ /*luaL_dofile( myLuaState, "data/luascr/test.txt" );*/ //P->npcWalkToX(75,0); } if(G.ping_key(KEY_X)){ //npcs.moveNpcToX("WINTER2",P->m->x, 1); //////////createNPC(x,y,ID,script,SCRIPT_TYPE,NPC_TYPE,bitmap)
//P->jump(20); //scr.addToQueue("createNPC("+its(int(floor((floor(P->m->x/TILE_SIZE))*TILE_SIZE+16)))+","+its(int(floor((floor(P->m->y/TILE_SIZE))*TILE_SIZE)))+",NPC1,null,SCRIPT_NULL,NPC_DORAN,\"gfx/platform_hero.bmp\");"); //ts.blackout(); //CAM->rumble(2,15); //PP->addparticles(P_ITEM_SPARKLE,1,-25,-25,25,-4,P->m->leftCx()+P->m->cRectW/2,P->m->y-6); //PP->addparticles(P_ITEM_SPARKLE,4,-5,-5,5,5,P->m->leftCx()+P->m->cRectW/2,P->m->y-6); //PP->addparticles(P_ITEM_STAR,2,-5,-15,10,10,P->m->leftCx()+P->m->cRectW/2,P->m->y-6); //scr.addToQueue("addParticle(P_CLOUD_MD,257,165,-5,5,-5,5);"); }
bool sp=false, shp=false; if(G.ping_key(KEY_SHIFT)){ if(scr.waiting && msgb.done() && cutsceneEnd==false){ scr.waiting=false; if(scr.caseactive){ scr.ss->playSound("choice.wav"); }else{ scr.ss->playSound("text_next.wav"); } cutsceneEnd=true; } if(scr.hasControl && cutsceneEnd==false){ P->shiftP=true;
P2->shiftP=true; } sp=true; } if(G.ping_key(KEY_S)){ if(scr.waiting && msgb.done() && cutsceneEnd==false){ scr.waiting=false; scr.ss->playSound("text_next.wav"); cutsceneEnd=true; } if(scr.hasControl && cutsceneEnd==false){ P->sP=true; P2->sP=true; } shp=true; } if(scr.waiting){ cutsceneEnd=true; } if(!sp && !shp){ cutsceneEnd=false; }
if(G.ping_key(KEY_TILDE)){
G.clear_buffer(); scr.console= scr.console==true?false:true; } if(G.ping_key(KEY_ENTER)){ if(scr.console){ scr.addToFrontOfQueue(G.get_Text(),0); G.clear_buffer(); }else{
} } if(G.ping_key(KEY_LEFT)){ if(scr.hasControl){ P->leftP=true; P2->leftP=true; } } if(G.ping_key(KEY_RIGHT)){ if(scr.hasControl){ P->rightP=true; P2->rightP=true; } } if(G.ping_key(KEY_UP)){ if(scr.hasControl){ P->upP=true; P2->upP=true; } } if(G.ping_key(KEY_DOWN)){ if(scr.hasControl){ P->downP=true; P2->downP=true; } //CAM->moveToPos(-100,-100,1,100); //CAM->move=false;
//CAM->slow=floor(CAM->x)+0.5; //CAM->slowy=CAM->y;
}
if(G.ping_key(KEY_SPACE)){ //scr.load("map/game.txt"); //scr.saveNewMap("newmap.thm"); } } if(!scr.console){ ts.think(); msgb.think();//////MESSAGEBOX In.think(); W.think(); CAM->think();//////CAMERA if(!scr.waiting && !scr.paused){ P->think(); //////player P2->think(); //////player npcs.think();//////NPCS P->m->move();//////MOVEPLAYER PP->think();///////PARTICLES } } DrawGraphics(); } SDL_Delay(1); } return 0; // Clean up SDL_Quit();
return 0;
} I'm... im so sorry!
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32
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Player / General / Re: MY WORD TIGERS, CURLY BRACE!
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on: January 15, 2009, 04:57:28 PM
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ive.. ive always wanted to see it now i understand i can see it both ways now though!
thank you for the description i always wondered how people saw it as a side view
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33
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Developer / Playtesting / Re: Spelunky!
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on: January 13, 2009, 09:11:58 AM
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My thought was that instead of firing webs, it'd fire projectiles that, if they hit an enemy, would wrap it in a cocoon for a few seconds. While wrapped, the enemy would be immobilized and harmless (so it'd at least be useful for maybe sneaking past badly placed man-eating plants and yeti).
i think this is a good idea! ive been playing spelunky more recently its still very hard but it is very well made i love it!
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34
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Player / Games / Re: Bob's Game
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on: January 11, 2009, 06:47:33 PM
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what... what if his publishing deal is already sealed?? and it has been all along... and this is all like an elaborate hype machine for his game?
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35
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Player / Games / Re: Bob's Game
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on: January 11, 2009, 06:27:54 PM
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ha aha ahahahahahahaha wow.
i didnt.. i didnt expect that at all....?
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