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December 23rd 2004, 03:16 PM
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merlin
Peasant He/Him
 
So many questions. Let's take Ric's question and Chrispy's response first (since it's the one at the bottom of my screen).

The active pixel will be cacluated using just that method unless it has been set in the windemere.ini (I have not yet decided on the format). It will be saved in memory at the beginning of the game for each sprite so it won't have to be calculated every frame. As far as optomizing the routine: assembly works well.

Now, DraconicDink's Draconic response:

The "Current Windemere Screenshot" and "Current Editor Screenshot" links on the Windemere website don't work. Why is this? And how do I download the editor? And where is a list of the codes?

I know it doesn't work. It doesn't work because I changed the directory structure around when I recoded it in PHP. You download the editor using SourceForge's site when I put it up. And I have no idea what codes you're talking about.

Next:

any pictures and any word on when we can get our hands on this thing.

Well I could take a picture but first, it would get out of date fast. And second, what would I take a picture of? The code? I haven't coded the map yet. The font pictures were partial screenshots (parts of the screen) of Windemere though.

As for when it's finished, the best I can offer is: when it's done. I will no longer be making dates. Last time I did that I had to extend them every time. Better that than getting your hopes up, right?

If you want it to get done faster, well, do you know anyone who can code an editor in FLTK? That would really help.

Next, the hard-to-read question:

I have a question actually in dink there was a vision thing which i thought was a great idea and i use it alot. Will windmere have something like this prolly not since its freescroll. I mainly use visions to do stuff like have a broken bridge in one vision and then in another vision have the bridge fixed. If we can't use visions how will go about doing this type of event.

Don't assume something. Visions will be very easy to implement. Watch (I don't expect you to - this serves more of as reminder to me):

My sprite rendering loop is this:

// Go through each sprite
for(std::list<SpriteRenderProps>::iterator it = RenderList.begin(); it != RenderList.end(); ++it)
{
glBindTexture(GL_TEXTURE_2D, dynamic_cast<WImageResource* WResources::Get()->GetResource(RES_IMG, it->iResLoc))->uiGLID); // Bind the texture

// Render it.
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex2f(it->iXPos, it->iYPos);

glTexCoord2f(1,0);
glVertex2f(it->iXPos + it->iWidth, it->iYPos);

glTexCoord2f(1,1);
glVertex2f(it->iXPos + it->iWidth, it->iYPos + it->iHeight);

glTexCoord2f(0,1);
glVertex2f(it->iXPos, it->iYPos + it->iHeight);
glEnd();

SDL_Delay(5);
}

All I do is stick something like this right inside the loop:

if(it->iActiveVision == WSprite::Get()->iCurrentVision)
{
// Render
}

Visions will definitely be included.