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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Fri Apr 01, 2005 9:58 pm Post subject: |
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LOL, well I've got another project to work on, as I think you all realize. Debugging Dyne is a pain. :P
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Ren Wandering Minstrel
Joined: 07 Aug 2004 Posts: 130 Location: turn around...
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Posted: Sat Apr 02, 2005 1:20 pm Post subject: |
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Mandrake wrote: | Not really- since he isn't helping me with the project (nor had he offered to help). I don't see how adding in a few lines of code is more complicated than me stretching each sprite I create. |
Wouldn't it be more than a few lines of code though? 'specially if whoever makes the engine wanted to avoid mapping individual pixels to the screen, which is how I would go about coding a stretching routine. Again, it all depends on what programming language you use and how you're going to go about everything, so you wouldn't know which one was going to be more difficult until you got someone on board.
I didn't want to argue just to be contradictory, I was just pointing out that maybe it's a difficult requirement to fill. _________________ Previous nicks: MidnightDreamer, The_Anarchist, Shroomasta.
ren-tek.net : BGC games and more!
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ThousandKnives Wandering Minstrel
Joined: 17 May 2003 Posts: 147 Location: Boston
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Posted: Sat Apr 02, 2005 3:13 pm Post subject: |
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Shroomasta wrote: | Mandrake wrote: | Not really- since he isn't helping me with the project (nor had he offered to help). I don't see how adding in a few lines of code is more complicated than me stretching each sprite I create. |
Wouldn't it be more than a few lines of code though? 'specially if whoever makes the engine wanted to avoid mapping individual pixels to the screen, which is how I would go about coding a stretching routine. Again, it all depends on what programming language you use and how you're going to go about everything, so you wouldn't know which one was going to be more difficult until you got someone on board.
I didn't want to argue just to be contradictory, I was just pointing out that maybe it's a difficult requirement to fill. |
With Windows Direct X (my experience), it is very difficult to work with a resolution below 640x480. You can't even propose to do 320x240x16, for one thing. 320x240 can only be rendered in 8 bit. Since Mandrake wants to have 16-bit color, that makes 640x480 the only option. I don't know about other rendering methods but I wouldn't be surprised if there are similiar restrictions. DirectX also has scaling built-in to it's blting routine. It can really slow things down on a computer without a decent graphics card, though.
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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Sat Apr 02, 2005 3:35 pm Post subject: |
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ThousandKnives wrote: |
With Windows Direct X (my experience), it is very difficult to work with a resolution below 640x480. You can't even propose to do 320x240x16, for one thing. 320x240 can only be rendered in 8 bit. Since Mandrake wants to have 16-bit color, that makes 640x480 the only option. I don't know about other rendering methods but I wouldn't be surprised if there are similiar restrictions. DirectX also has scaling built-in to it's blting routine. It can really slow things down on a computer without a decent graphics card, though. |
I've had at least three gfx cards where 320x240x{16|24|32} was avilable in DX but really that doesn't matter. My original intent with the so called nit-picking was to try to have a sane disucssion or conversation 'bout writing reasonble specs and avoiding artificial constraints and limitations.
Notice my use of 'truecolor' instead of bithdepth that would leave the field open to use more than 16bits and that could be beneficial in many circumstances (esp. when doing alphablending for both performance and quality reasons) I was just venting my opinion that implementation issues should in almost all relevant cases not be in the spec even though they can implicitly result from the wording.
Im really sorry about it offending Mandrake and I dunno what I did to come of as an aggressive nitpicking twit.
On topic though doesn't tiled seem to fit the description for the map editor? _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Sat Apr 02, 2005 10:03 pm Post subject: |
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On using Tiled- wouldn't that be even more of a forced restriction? _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Sat Apr 02, 2005 10:40 pm Post subject: |
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Mandrake wrote: | On using Tiled- wouldn't that be even more of a forced restriction? |
Yes, it is. But that's totaly missing the point.
My objection was that specifying the actualy *implementation* as a requirement was in this instance a bit silly. One of the things work and school experinece has thought me is that good specifications or requirement lists are few and far between and what I tried to argue for was the differance between saying:
"Engine should be capable of running in fullscreen 320x240 using trucolor (at least 16bpp) graphics."
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resoultion should be 640x480x16bpp with a 320x240x16bpp offscreen layer being stretched up to it (to give it a fake 320x240x16bpp fullscreen).
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The first one gives a clear signal that you request a feature the other say that you want a distinct implementation of said feature. The first could always be elaborated with a note saying that one possible implementation would be to use 640x480 and simply stretch the backbuffer.
But I seem to be the only one actually thinking that specs sometimes do matter.
I really don't know how to word things better than that, the issue I saw wasn't with the requirement but with that it specified a certain implementation in this case imposing an artificial requirement. _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Sun Apr 03, 2005 3:01 am Post subject: |
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Mandrake wrote: | On using Tiled- wouldn't that be even more of a forced restriction? |
How DARE you! :P Explain please. The main goal of Tiled is to remove restriction, if we've failed I'd like to know how to fix that. The v0.5.1 might even help you out once it's released. (Rendering merged tile images when merging layers)
[EDIT] Ah, in rereading the thread, I find that perhaps you did not mean Tiled has restrictive capabilities, only that it's restricting the designer to a certain editor. _________________ We are on the outer reaches of someone else's universe.
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BigManJones Scholar
Joined: 22 Mar 2003 Posts: 196
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Posted: Mon Apr 18, 2005 12:34 am Post subject: |
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Mandrake wrote: | On using Tiled- wouldn't that be even more of a forced restriction? |
I think he means Tiled wouldn't be a complete map editor + level editor.... (maybe).
Quote: | Another niciety (but not necassity) would be to have the party follow the main character ala Lunar, Breath of Fire or Chrono Trigger. Saving would take place ala save points during the game. |
Is it possible to describe the gameplay without referencing other games like that? I've only played final fantasies and one dw on snes; all the above is meaningless to me.
From what I can tell, Mandrake must have a ton of content for this thing; you should have no trouble attracting a coder. Good luck!
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Mon Apr 18, 2005 11:32 pm Post subject: |
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FFVIII, the way the characters walk behind Squall in the dungeons and towns. He means that.
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Tue Apr 19, 2005 7:50 am Post subject: |
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LordGalbalan wrote: | FFVIII, the way the characters walk behind Squall in the dungeons and towns. He means that. | Uhhhhh, I don't remember that EVER happening in FF8.
In fact, I don't remember any FF game doing that, ever.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Tue Apr 19, 2005 7:57 am Post subject: |
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janus wrote: | LordGalbalan wrote: | FFVIII, the way the characters walk behind Squall in the dungeons and towns. He means that. | Uhhhhh, I don't remember that EVER happening in FF8.
In fact, I don't remember any FF game doing that, ever. |
You would be wrong. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Tue Apr 19, 2005 6:25 pm Post subject: |
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LeoDraco wrote: | janus wrote: | LordGalbalan wrote: | FFVIII, the way the characters walk behind Squall in the dungeons and towns. He means that. | Uhhhhh, I don't remember that EVER happening in FF8.
In fact, I don't remember any FF game doing that, ever. |
You would be wrong. |
indeed. janus have you even played final fantasy viii??? :P _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Wed Apr 20, 2005 12:18 am Post subject: |
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DeveloperX wrote: | LeoDraco wrote: | janus wrote: | LordGalbalan wrote: | FFVIII, the way the characters walk behind Squall in the dungeons and towns. He means that. | Uhhhhh, I don't remember that EVER happening in FF8.
In fact, I don't remember any FF game doing that, ever. |
You would be wrong. |
indeed. janus have you even played final fantasy viii??? :P | Yes. I played three discs of it, and I don't remember the party ever following squall. :P
And if I remember the portion of the game that screenshot is from, the party was on the SAME SCREEN as squall, not FOLLOWING him like they do in CT, etc.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Wed Apr 20, 2005 3:47 am Post subject: |
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janus wrote: | Yes. I played three discs of it, and I don't remember the party ever following squall. :P
And if I remember the portion of the game that screenshot is from, the party was on the SAME SCREEN as squall, not FOLLOWING him like they do in CT, etc. |
I don't know what game you were playing; I just loaded my copy up last night, to make sure I was not spouting lies. Not more than five minutes into the game, you have the ability to give a tour to a fellow SeeD classmate: she follows you around. Not more than five minutes after that, Quistis joins your party for the first time: she follows you around on the maps. Load up the game and give it a replay if you don't believe me.
(And yeah: I realize that posting screenshots is hardly proof of a thing; however, most of those shots were instances where the characters followed Squall.) _________________ "...LeoDraco is a pompus git..." -- Mandrake
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Wed Apr 20, 2005 7:19 am Post subject: |
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LeoDraco wrote: | janus wrote: | Yes. I played three discs of it, and I don't remember the party ever following squall. :P
And if I remember the portion of the game that screenshot is from, the party was on the SAME SCREEN as squall, not FOLLOWING him like they do in CT, etc. |
I don't know what game you were playing; I just loaded my copy up last night, to make sure I was not spouting lies. Not more than five minutes into the game, you have the ability to give a tour to a fellow SeeD classmate: she follows you around. Not more than five minutes after that, Quistis joins your party for the first time: she follows you around on the maps. Load up the game and give it a replay if you don't believe me.
(And yeah: I realize that posting screenshots is hardly proof of a thing; however, most of those shots were instances where the characters followed Squall.) | Really? Wow. I haven't played it in ages, because I don't have a copy of the game. That's weird, you'd think I would remember that - 8 is the only FF I've ever really liked.
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