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Topic Dealing with '_release_all_openal_resources' audio bug By jlnr Date 2013-06-18 15:21
Which error? The method _release_all_openal_resources was introduced to fix the existing error and I thought it worked… :(
Topic jCaster - a simple raycaster (almost 3D!) By jlnr Date 2013-06-17 20:10
I think that is exactly what Rubystein is doing (or was doing - it seems only there are only forks left on github).
Topic A different type of "pixel game" support By jlnr Date 2013-06-17 20:09
I think using Spooner's Ashton library and applying a full-screen effect is the way to go. :)
Topic jCaster - a simple raycaster (almost 3D!) By jlnr Date 2013-06-16 21:50
Wow! Pretty fast, especially considering that you're using TexPlay.

I just have to link to https://github.com/zenkalia/rubystein as related work. :)
Topic Really useful libraries By jlnr Date 2013-06-07 20:59
The media loader is not bad because it preloads everything, unlike most helpers which load images and sounds on demand, introducing lag during gameplay. But I think Chingu's Image['name'] syntax is still a little neater. :)

The Ruby style could be a little more idiomatic, e.g. inverse_bool seems to be just the !/not operator in disguise?
Topic Can I use Gosu to make an Isometric 2D game? By jlnr Date 2013-06-03 19:40
Ah right! :)
Topic LoadError: Gosu with Ruby 2.0 By jlnr Date 2013-06-01 18:55
Yep, same on OS X. Gosu would work just fine with Ruby 2.0 if I had a way to compile it for Windows. C extensions on Windows are a mess, sadly, with the relatively recent transition to MinGW & the new DevKit.
Topic LoadError: Gosu with Ruby 2.0 By jlnr Date 2013-05-30 19:06
Yes, Gosu is not yet compatible with Ruby 2.0 -> https://github.com/jlnr/gosu/issues/163

Sorry about that :( The workaround is to use Ruby 1.9.3 for the time being.
Topic Blocks 2D (in development) By jlnr Date 2013-05-21 06:22
...and you need Ruby 1.9 & the xml-simple gem :)
Topic Blink effect By jlnr Date 2013-05-19 02:58
There are always many fun ways to implement visual effects... :) You can also create the white image once using TexPlay or even pure Gosu:

http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=6425

And then overlay the white image over the original with a changing alpha value (or the other way around). However the Ashton solution should handle semi-transparent pixels a lot more nicely.
Topic Using Gosu without starting X server By jlnr Date 2013-05-17 09:32
There was an attempt at porting Gosu in the very, very early days of the Pi:

http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5638

From what I remember this continued on IRC and the biggest obstacle was in fact Gosu's dependency on X11 (or alternatively Win32/Apple APIs).

There was a snippet of code on github that demonstrated how to open an OpenGL ES context using a proprietary, binary driver, but the snippet itself had no license attached so I kept my hands off it.

Do you know how other libraries handle it? If there is a way to open an OpenGL ES context, then most of Gosu should immediately work. Font rendering, audio, input are the next step then.

I am also not sure if I can help much without owning one myself :) I only have a little zoo of mobile devices for general OpenGL ES development.
Topic Blocks 2D (in development) By jlnr Date 2013-05-17 09:25
I would not offer the method pos, as it is tempting to write @gracz.pos.x = 5 which will not work (it only replaces the first element in a temporary array).

Not that my Ruby style is anywhere close to what's hip now - I still love then :)
Topic Looking for a Gosu tutorial(Video or Text) By jlnr Date 2013-05-17 04:58
There is no definitive list of concepts :) If you want to write a jigsaw puzzle game, the code will look completely different from a Super Mario clone. Gosu makes almost no assumptions about what you want to do.

I would suggest that you download a few smaller games from the Showcase and mod them a little, and get a feeling for which code style you prefer.
Topic Can I use Gosu to make an Isometric 2D game? By jlnr Date 2013-05-16 12:41
This game should be pretty good to learn from: http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5117

Edit: Oh, Pokemon was not rendered at a 45° angle? Then it should be even easier :) I think these two games should be exactly right:

http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=6396
http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=4486
Topic Multiframe animations By jlnr Date 2013-05-16 12:39
The tutorial uses a complete animation for the rotating stars: https://github.com/jlnr/gosu/wiki/Ruby-Tutorial
Topic Screen goes black. By jlnr Date 2013-05-16 12:38
There was (is?) a bug in Gosu where an exception thrown in draw or other callbacks would be silently swallowed. Please try adding a begin … rescue … end block around your method implementations, and let me know if this problem still exists.
Topic Antialiasing in Gosu By jlnr Date 2013-05-10 13:53
Would rotated sprites with FSAA look any different than they do now? I would expect that only a higher image resolution helps with that :)
Topic Antialiasing in Gosu By jlnr Date 2013-05-09 03:45
I have a personal To Do item for FSAA support in Gosu. If you are interested in seeing it advance, I recommend filing a github ticket with more information :) Most Gosu games would not benefit too much because they only use images.

As a workaround, you can use images to replace draw_line, which I recommend anyway. Driver support can be an issue, and on the new Retina Macs they will look anaemic because of the doubled resolution. :)
Topic Mysterious LoadError By jlnr Date 2013-05-05 09:18
I doubt it. I gave up on -d for similar reasons - third-party is often written without -d in mind and there's no way to disable all the warnings that result from it.
Topic Mysterious LoadError By jlnr Date 2013-05-05 00:42
Are you using ruby -d? Do you get the same error for other gems too? Maybe an exception is being raised and caught internally when Rubygems loads something.
Topic Bottomless Mine v.1.0-beta By jlnr Date 2013-04-30 14:25
Ouch. I don't know much about Ashton's internals, but dragonheart's problems and the 5 FPS thing sound like OpenGL issues to me - I used to have a Linux test box where rendering to textures would sometimes freeze for a long time.

I think the way to fix this in the long term would be not to use OpenGL for collisions, but I don't know a good replacement in Ruby either.
Topic Having trouble bundling Gosu/Chingu game on OS X By jlnr Date 2013-04-29 10:14
You are right, sorry for the trouble. See http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?tid=887.
Topic Bug in Gosu 0.7.47 Mac .app wrapper By jlnr Date 2013-04-29 10:14
The current Mac .app wrapper has a bug that's easy to work around:

Its main binary is three-way universal (Intel 64-bit, 32-bit, PowerPC). But the standard library (or parts of it) are missing the 64-bit component, leading to a crash if you require 'yaml'.

To discard the 64-bit core and make it a 32-bit app, you can use the following command on the terminal:

lipo -remove x86_64 PATH_TO_YOUR_APP_HERE/Contents/MacOS/RubyGosu\ App -output PATH_TO_YOUR_APP_HERE/Contents/MacOS/RubyGosu\ App

This will be fixed in the next Gosu release.
Topic Bottomless Mine v.1.0-beta By jlnr Date 2013-04-23 08:24
How do you use Ashton for collisions? Does it use OpenGL textures for that / is there a chance that it is driver related after all?

Re 5 FPS: Do other OpenGL games work fine? This sounds like a Gosu or Ashton bug! Feel free to open a new topic / thread for this.

I know what you mean though, now that every Ludum Dare has ~1000 entries, it feels like there are more players than games. I wish Gosu would work on the Mac App Store or Ouya or something like that :/ And sadly enough, OpenGL & OpenAL still cause driver issues in 2013.
Topic Bottomless Mine v.1.0-beta By jlnr Date 2013-04-21 23:59
It's how collaborative development on github works — user A uploads their code, user B forks their code (=creates their own copy), user B makes changes, user B sends a request to user A to incorporate these changes.
Topic Bottomless Mine v.1.0-beta By jlnr Date 2013-04-21 23:54
Well, it does really look like a code bug :) I can't imagine how the Windows version would affect a bounding box calculation in such a specific way. The only thing that I guess can be slightly different across Windows versions is image loading, because GDI+ was relatively new in XP I think. But the solid areas are probably not loaded from an image?

I'm building iOS apps all day nowadays, and they're all chock-full of analytics to report errors, checkpoints etc., I guess Gosu games should do the same :) Or at least they might have a "bug" button that emails everything to the dev as a YAML file... Anyway, your best bet is probably to add debugging helpers and send it to this Mr dragonheart91.
Topic Bottomless Mine v.1.0-beta By jlnr Date 2013-04-19 00:30
The game's source is on github: https://github.com/KoBeWi/Bottomless-Mine

The best way would be to fork it, run it on a Mac, fix any errors as they arise and send the changes back as a pull request. :)
Topic Bottomless Mine v.1.0-beta By jlnr Date 2013-04-18 04:41
Gosu has stopped supporting Windows 9x a long time ago. You would have to compile your own version and link against the Unicows support layer to get it to run.
Topic Cannot install gosu gem on Mac OS X By jlnr Date 2013-04-12 04:50
All these frameworks are in /System/Library/Frameworks unless you have massively broken your installation of OS X :)

I don't know why a compiler wouldn't find them by default. Are you using Xcode or another compiler package?

In any case, it reminds me of why I used to have a pre-compiled binary gem... :)
Topic AlphaMode, FontFlags and other enums in ruby By jlnr Date 2013-04-09 23:18
I am not even sure if c="AAB10F" works, or if it has to be c=AAB10F. The parser is pretty dumb and the XML-style styling is amazingly inefficient. But if it catches on, I'll be happy to make it more awesome. Right now I almost regret adding it. :)
Topic Help with Jruby By jlnr Date 2013-04-04 14:54
Ouch. That's bad news!

The SWIG file is not entirely language-neutral: The RubyGosu.swg file contains some Ruby C API code that throws around VALUEs. After that, I patch the resulting cxx file to work around a really old bug in SWIG. And THEN I still patch lots of stuff in pure Ruby :)

If SWIG's Java output is of the same quality, then that would be theoretically possible, but it might not be much more fun than hand-writing a wrapper around Gosu...
Topic Additional Mouse Button Support By jlnr Date 2013-04-02 02:52
I have just pushed the changes to the docs, should be synced up to http://libgosu.org/rdoc within the next 24 hours. (I forgot for when the job is scheduled :) )
Topic Additional Mouse Button Support By jlnr Date 2013-04-02 02:34
Ouch - thanks for pointing that out! I forgot to update the fake "gosu.rb that the reference is compiled from. It should really be generated automatically. :/
Topic Gosu 0.7.47 released (+ 0.7.47.1 hot-fix gem) By jlnr Date 2013-04-01 12:05
Can you please retry now, with 0.7.47.1?

It works for me on Ubuntu 12.10. Thanks for reporting this issue! :)
Topic Gosu 0.7.47 released (+ 0.7.47.1 hot-fix gem) By jlnr Date 2013-04-01 11:52
You are right. Somehow I must have pushed very old code. Not sure how this happened - fixing now...
Topic Gosu 0.7.47 released (+ 0.7.47.1 hot-fix gem) By jlnr Date 2013-04-01 10:12
That was a bug in Gosu 0.7.46 that has been fixed in 0.7.47 - can you please try to install again? You were probably a few minutes too early :)
Topic Gosu 0.7.47 released (+ 0.7.47.1 hot-fix gem) By jlnr Date 2013-04-01 09:38
This time I've been able to update the RubyGosu app wrapper as well: http://libgosu.org/downloads/gosu-mac-wrapper-0.7.47.tar.gz

I will need to wait until May before I can update the bundled Ruby & gems though.
Topic Additional Mouse Button Support By jlnr Date 2013-04-01 09:00
Only a short year later *cough*, this has been fixed: https://github.com/jlnr/gosu/issues/112
Topic Gosu compatible gamepad controllers? By jlnr Date 2013-04-01 08:59
Gosu 0.7.47 has just been released with this feature.
Topic Gosu 0.7.47 released (+ 0.7.47.1 hot-fix gem) By jlnr Date 2013-04-01 08:58
This is a follow-up release to yesterday's v0.7.46. I've tried to close as many input-related tickets on github as possible:

• All: Add msOther0 - msOther7 constants for extra mouse buttons
• All: Add constants: kbBacktick, kbMinus, kbEqual, kbBracketLeft, kbBracketRight, kbBackslash, kbSemicolon, kbApostrophe, kbComma, kbPeriod, kbSlash
• Windows: Add support for up to four gamepads
• Linux: Fix button_down/button_up/TextInput (thanks @oli-obk)
• Linux: Enable optimizations in CMake build files (thanks @oli-obk)
• Mac: Work around crashes in C++ exception handling
• Mac: Fix some gamepad bugs (e.g. unplugging when Gosu is running)
• Mac: Fix a bug where Gosu processes would not terminate while a song is running

Most of these suggestions were taken from the Gosu Exchange board, so thanks everyone :)
Topic Gosu 0.7.46 released By jlnr Date 2013-03-31 11:44
High-level Mac changes: This release drops support for OS X 10.4, and the Mac Ruby gem is not precompiled anymore. This reduces the number of gems to two (source for Mac and Linux, binary for Windows). I still have to upload the Ruby .app wrapper.

High-level Linux and MinGW changes: oli-obk has kindly contributed CMake files. Check them out if you use C++! :)

Full change log:

• Mac: Add support for up to 4 gamepads
• Mac: Disable fullscreen mode for now, as it is broken on 10.7/10.8 (will fix after May)
• Mac: Fix Image::save
• Mac: Fix a crash in font rendering
• Mac: Allow window to use more desktop real estate
• Mac: Fix bizarre crash on OS X with Ruby 1.9
• C++: Add Socket example game (huge thanks to @oli-obk!)
• Linux: Use scancodes as button IDs on Linux, just like on Windows (thanks @oli-obk!)
• Ruby: Fix gl(z) {} memory leak (thanks Spooner)
• Windows/C++: Show error and shut down when draw() throws an exception (thanks @quit)
• Windows: Fix bug where Gosu would not run in a directory with spaces in its filename
• All: Fix integer truncation of clipping rectangles (thanks @jamer)

Wow. While editing the change log, I realised how long this release was in the making - over half a year. The reason was mostly update paralysis: Xcode 4, OS X 10.7/10.8, Ruby 1.9.3 (2.0 by now), Rubygems 2.0, MSVC 2012, iOS policy changes...where to start?

I still haven't properly updated Gosu for any of those. Getting back into the habit of monthly releases will definitely help, though!
Topic Scorched Earth Gosu/Chingu [WIP] By jlnr Date 2013-03-31 02:22
I like this kind of game. Have you peeked at the RMagick example? I would be curious to see if you can translate some of the visual effects to Texplay. (I have no Texplay experience - but I understand that it would make the game a lot easier to redistribute than RMagick :) )
Topic Ruby game of life with Gosu - update action not working By jlnr Date 2013-03-31 02:19
Awesome. I've made a note to add it to the front page! Minor nitpick: On a browser without Flash (Safari to be exact), I just see empty areas where the videos are supposed to be :)
Topic colour, zpos and alphamode By jlnr Date 2013-03-31 02:14
...not much worse than what I have to do in TR1.hpp already :)
Topic colour, zpos and alphamode By jlnr Date 2013-03-30 00:01
It would be good if everything still worked on MSVC2010, and if everything that is necessary for the Ruby port would work on gcc4.0+ (that was the OS X 10.4 compiler - I'd like to target OS X 10.5+ but I'm not sure if that was gcc4.0 or 4.2 or whatever - I'll receive my 10.5 oldtimer machine in May :))
Topic How do I add Gosu framework for XCode4 project? By jlnr Date 2013-03-27 10:19
Old versions of Gosu required the boost library. Please download the latest version here: http://libgosu.org/downloads/
Topic How do I add Gosu framework for XCode4 project? By jlnr Date 2013-03-26 01:42
You also need to copy the framework into your app bundle. To do so, select your target, go to Build Phases and add a Copy File build phase. It needs to copy Gosu.framework into the "Frameworks" folder inside your app.
Topic Gosu compatible gamepad controllers? By jlnr Date 2013-03-25 02:21
The multi-gamepad code has been merged in for OS X already, but I haven't documented it because it is still missing for Windows.
Topic colour, zpos and alphamode By jlnr Date 2013-03-22 11:40
At that point you could probably just use C99 struct literals :) draw((DrawArgs){ .angle = 5 })

But why not the other way around? image.draw(5_angle) (omg the namespace pollution...)
Topic colour, zpos and alphamode By jlnr Date 2013-03-22 10:35

> such an interface would require every image instance to have it's own member values for rotation and scale


image.rotate(5) would not modify the image (immutability ftw) - it would create something like an ImageDrawParameters that might consist of a 2x2 matrix or four points, four colour values and an ImageData pointer. Each method call on ImageDrawParameters would create a new temporary object, and ideally this could also be optimised away, until it is only image.drawWithImageDrawParameters(...).

This only works in C++ because it relies on cheap/free stack objects, whereas Ruby only allocates objects on the heap _and_ has a terrible garbage collector :)

ScaleAbsolute would be great though. For some reason I've never thought about writing a wrapper for that operation.

Your variadic template solution has the advantage that it could be made extensible. The extensible variant of my code would be draw(rotate(scale(image, ...), ...)), yuck! :(

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