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Re: What are you working on? [Re: Realspawn] #457294
01/12/16 05:49
01/12/16 05:49
Joined: Jan 2014
Posts: 77
USA
sitrep Offline
Junior Member
sitrep  Offline
Junior Member

Joined: Jan 2014
Posts: 77
USA
Hey realspawn

That is coool 2d-3D laugh

Re: What are you working on? [Re: sitrep] #457328
01/13/16 16:11
01/13/16 16:11
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I'm currently writing a custom 2D sprite system to be used for 2d games or interface rendering.
At the moment I'm aming for plain graphics without shaders, although I'm planning to add some
optional ones if my rendering method supports it.

The basic render code is kind of done and works with acceptable performance. Rendering 2000 sprites
takes around 1.0 to 1.2 milliseconds on my machine, which isn't that fast but I think it's good enough
for most 2d games.

The next thing is most likely going to be a collision system (and basic physics) or some extensions to
be able to use this system to create a basic interface (windows, buttons, etc.).

I might post some screenshot's in the future if there's something worth seeing.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #457861
02/03/16 19:49
02/03/16 19:49
Joined: Sep 2007
Posts: 101
Luxembourg
K
krial057 Offline
Member
krial057  Offline
Member
K

Joined: Sep 2007
Posts: 101
Luxembourg
I had a crazy idea 2 days ago: Create a profiler for lite-c(measuring time that functions need to execute). Even tough I'm no more developing in 3dgs, it seemed interesting. Soo today I got a simple version working.

To use it, you just need to include my c file anywhere inside your project:
Php Code:
#include "AKProfiler.c" 



and it will log all function calls/waits into a file:
Php Code:
functionName,status,timeSinceStart
main,start,0
main,pause,31
npc_init_startup,start,31
npc_init_startup,stop,47
main,resume,47
move_npc,start,47
move_npc,pause,47
main,stop,47 




It will however not log engine function calls.

How it works:
AKProfiler.c has a startup function that execute immediatly when the engine starts and stops the game.
It then looks for the main file of your project(First command line parameter).
Next it parses that file and all files that are included into that file.
It creates new temporary files for all these files with profiler functions injected at function starts/ends and wait's.
Then it executes the main temporary file in a new acknex process.
That process is now your game with profiling functions included in the scripts.
When the process ends, it deletes all temporary files.

It's magic!

I'm still not sure how to exactly represent the profiled information. Currently I'm importing the file into excel and generate some charts(pie chart of functions that needed the most time f.i.).

Maybe I will relase a first version this evening if anyone is interested.

Re: What are you working on? [Re: krial057] #457862
02/03/16 20:31
02/03/16 20:31
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Originally Posted By: krial057
Maybe I will relase a first version this evening if anyone is interested.
This might be very useful tool for debuging! Keep it up man. But you only have to make sure that it doesn't skip anything, otherways it will be useless at all.

Best regards!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: What are you working on? [Re: 3run] #457913
02/06/16 13:40
02/06/16 13:40
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
since you are already modifying source, go and put your profiling into a tool!
The current implementation might work but does not make sense.

Create a Tool which takes a project/mainfile and creates an instrumented version of it.


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: What are you working on? [Re: ratchet] #458103
02/17/16 21:08
02/17/16 21:08
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline
Member
HellThunder  Offline
Member

Joined: Nov 2005
Posts: 204
Bavaria
The map editor for my RPG Creator (YRPG-Toolkit) reached some milestones.

- Tile based map creation with the possibility to use normal maps.
- Different predefined tiles
- Single placement
- Fill Areas with tiles
- Map Properties customization (music, sound, enemy groups, map size)
- Individual map format, created for YRPG Toolkit (*.ymap).
- A8 standard shaders for entities (Waving Gras, normal map)
- Usability changes (marked tiles, entities)
- Skies

Block Mode Example


Entity Mode and Sky Example



Map Properties Example


Native Engine Map Loader


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: What are you working on? [Re: HellThunder] #458104
02/17/16 21:15
02/17/16 21:15
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
HellThunder@ that looks outstanding! I'm looking forward to test it, is it going to be free to use? Or is it for your private project only? Keep it up anyway, it looks so great!

Best regards!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: What are you working on? [Re: 3run] #458193
02/24/16 21:14
02/24/16 21:14
Joined: Nov 2005
Posts: 204
Bavaria
HellThunder Offline
Member
HellThunder  Offline
Member

Joined: Nov 2005
Posts: 204
Bavaria
@3run
At first - Thank you!

About the project...
Actually this is a commercial project.
But I really thought about releasing different versions - a free version would own just limited functionality.


Old Camera Tool - more or less just an engine window:



Refactoring Phase started:


Create your own JRPG and join our community: https://www.yrpgtoolkit.com
Re: What are you working on? [Re: HellThunder] #458195
02/25/16 00:30
02/25/16 00:30
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
User
Dooley  Offline
User

Joined: May 2005
Posts: 868
Chicago, IL
Looks good!

Re: What are you working on? [Re: Dooley] #458196
02/25/16 01:41
02/25/16 01:41
Joined: Feb 2011
Posts: 124
Germany Nrw Herford
HenWoll Offline
Member
HenWoll  Offline
Member

Joined: Feb 2011
Posts: 124
Germany Nrw Herford
a short video of our project
I'll presentieren more future it here

https://www.youtube.com/watch?v=gJx9vEPRDMw


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