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Captain Vimes Grumble Teddy
Joined: 12 May 2006 Posts: 225 Location: The City Streets
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Posted: Tue May 16, 2006 3:16 pm Post subject: Mysilin Chronicles |
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Hey, new member here. I tried to post the story on the actual project file, but it was too long. So here goes. Basically, the main character (Wolf) is an assassin hired to kill the king and prince of the greatest of five warring kingdoms. You are captured and the surviving prince is cast into the dungeon with you. Fortunately you escape and must help the prince get his revenge on the person who has stolen the throne from him. I'll give you more updates as it progresses. The game engine is mostly done, and I'm making some adjustments to the sprite class. I need a composer/sound effects specialist to help me on this, or else I will end up with a game with crappy sound and no music. Email me. My address is maestro134@mail.com. _________________ "Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
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Captain Vimes Grumble Teddy
Joined: 12 May 2006 Posts: 225 Location: The City Streets
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Posted: Thu May 18, 2006 3:17 pm Post subject: |
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Okay... the game engine for this is pretty much done. I am still experimenting to make sure that it works, though. _________________ "Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
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Captain Vimes Grumble Teddy
Joined: 12 May 2006 Posts: 225 Location: The City Streets
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Posted: Wed Jul 19, 2006 2:13 pm Post subject: |
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Finally, after minutes of exhaustive research on randi.org and RPG-Dev, I have discovered the reason behind my game's utter lack of graphical capabilities! Now, for the world to see, I shall unveil it to you all!!!
I AM USING A WINDOWS 98!!!
That's right! A 98! And the 98 has a program leak associated with Bloodshed Dev-C++! Specifically, it doesn't have the Win32 API graphic functions! And, for a limited time only special offer, it's thrown in a debugger malfunction! So what did I do about this...? Ah-ha, but 'tis simple! I have moved on to OpenGL! However, this also has a problem...
QUADRIC OBJECTS ALSO DO NOT WORK ON A 98!!!
So I have had to download GLUT! Unfortunately, this also has a problem... it's GLUT v3.7! And my OpenGL files are a few points behind! So it says that I have undeclared GL flags! And I said "&#*(@)#@! I just want to use BILLBOARDING, not 3D!!!
...*gasp**wheeze**hack*...
*muffled sobs*
Anyway, not that I've got that out of my system, I'm working on getting around all these discrepancies between system files. It's not going so well, but I'm making progress, and hopefully I will soon have some actual screenshots to show everyone. _________________ "Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Wed Jul 19, 2006 5:12 pm Post subject: |
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This is probably one of the reasons why I enjoy tooling around in Linux. While, obviously, this is not Linux, nor even Unix specific --- I'm sure you could probably do it in Windows-land --- it is fantastically simple to setup in the Linuxes: automatic updates with a package management system. For your distribution of choice, and your package manager of choice, you would simply have to do something like package-manager --install freeglut, and all dependencies would be taken care of for you.
Out of curiousity: that utterly correct source of the universe's knowledge, wikipedia, claims that GLUT, fantastic though it may be, has not been updated since version 3.7, which was supposedly released back in 1998; you have not had to update your system's OpenGL distro in eight years? (Right: so you could be working with a relatively new machine that you just dumped '98 on, to be cool, or whatever. Still. Hurray Legacy Operating Systems!)
[/random-trolling] _________________ "...LeoDraco is a pompus git..." -- Mandrake
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Thu Jul 20, 2006 12:17 am Post subject: |
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AFAIK, Windows systems include some old version of OpenGL. It is up to your graphics card manufacturer to provide the latest OpenGL drivers for your card.
And yes, GLUT 3.7 is the latest version from what I know.
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Captain Vimes Grumble Teddy
Joined: 12 May 2006 Posts: 225 Location: The City Streets
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Posted: Wed Sep 13, 2006 2:57 pm Post subject: |
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Urrrgh. I know this is necromancy, but I finally got a new C++ editor (Microsoft Visual C++ Professional Edition), so I just thought I'd let you guys know that it might work... I know the debugger does (I'm so happy! I tested it and it worked!). Going to try BitBlt and OpenGL this weekend... *crosses fingers* _________________ "Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
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BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
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Posted: Wed Sep 13, 2006 7:54 pm Post subject: |
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Hope it works out good for you. _________________
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Captain Vimes Grumble Teddy
Joined: 12 May 2006 Posts: 225 Location: The City Streets
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Posted: Fri Sep 15, 2006 1:09 pm Post subject: |
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Thanks BadMrBox. _________________ "Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
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BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
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Posted: Mon Sep 18, 2006 6:54 pm Post subject: |
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You are welcome. How did it go? _________________
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Captain Vimes Grumble Teddy
Joined: 12 May 2006 Posts: 225 Location: The City Streets
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Posted: Tue Sep 19, 2006 11:42 am Post subject: |
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Not so good; I'm working on getting rid of the errors in window creation before I actually put the bitblt in there, and I've got it down to 2, but I'm sure more will pop up when I try to do the full program... _________________ "Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Sat Sep 23, 2006 12:35 am Post subject: |
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Maestro134 wrote: | Not so good; I'm working on getting rid of the errors in window creation before I actually put the bitblt in there, and I've got it down to 2, but I'm sure more will pop up when I try to do the full program... |
lol
feel free to drop me an email if theres any errors you cannot figure out. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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Captain Vimes Grumble Teddy
Joined: 12 May 2006 Posts: 225 Location: The City Streets
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Posted: Fri Sep 29, 2006 3:44 pm Post subject: |
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Well, DevX, I have to take you up on that offer. First though I have to remember what code exactly I was using to create the window.
However, maybe OpenGL will work with this editor (I think I said above it was Microsoft Visual C++ 6.0, but just making sure), and I won't have to use the Win32 after all.
One... no, two questions before I post any more though. In OpenGL, do you have to pre-create the window using the Win32 API, or does it create it automatically? And is there any way to display 3D graphics without using GLUT? My book doesn't tell any other way, and there's no way to get GLUT onto my computer. _________________ "Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Sat Sep 30, 2006 12:19 am Post subject: |
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Well, glut provides you the functions to create the windows for use in OpenGL. If you do not use the GLUT, then you'll have to create the window with Win32 API. However, you can use SDL to create the window for your OpenGL app. This is what I do.
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LeoDraco Demon Hunter
Joined: 24 Jun 2003 Posts: 584 Location: Riverside, South Cali
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Posted: Sat Sep 30, 2006 8:11 am Post subject: |
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GLUT is useful as it abstracts away the whole window creation thing into a rather portable API; with relative ease*, to port a GLUT based application between different platforms, you simply need to recompile it.
As RedSlash suggests, GLUT is simply a single platform that does this for you; you can also use other tenchnologies to create a window for you, such as using SDL or Allegro, or, even, writing platform-specific code to directly interface with the platform's windows API.
I've always used GLUT, but that's mostly because SDL's nomenclature is so ugly, it dispels me from sitting down with it for more than five minutes.
* There have been times when various distributions of GLUT dumped the needed headers in different locations in a compiler's include path, causing random havoc when attempting to write generic code. This, mostly, seems to have gone away, in recent years. _________________ "...LeoDraco is a pompus git..." -- Mandrake
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Jon Alma Monkey-Butler
Joined: 09 May 2005 Posts: 50 Location: The Sunny South of France
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Posted: Wed Oct 11, 2006 11:18 am Post subject: |
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If your starting out with OpenGL could I suggest you try out the NeHe tutorials (http://nehe.gamedev.net/) as it will explain the basics clearly and get you doing interesting stuff very quickly. And once you've been through these working with 'real' OpenGL is not too painful. _________________ Legends from the Lost Realms
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