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Topic Mouse click detection for overlapping sprites By Trebor777 Date 2012-04-29 15:16
One acronym : AABB
Topic Gosu 0.7.37 released By Trebor777 Date 2011-09-12 09:40
yeeees ! Love you Jlnr for the font thingie!!
Let's have some pretty effects on screen!!

Nice one for the language :P would probably help me avoid the "select language" screen on my project!
I'll have to try it out!
Topic Texplay: Editing large images By Trebor777 Date 2011-08-30 11:46
I get a similar bug sometimes on my project with texplay on small generated pictures. Very random and rare, but it happens.
Topic About 'data' By Trebor777 Date 2011-07-30 21:19
Have a look at Json :p It's a bit easier than xml

And well... for stuff unique to ruby.. don't serialize it or find another way to do it.
Json allows you to create your own serialization (like xml) so you might have to write something specific for the hash or the symbol
and decode that json in your engine. :)
Since it's controlled by you. you know what is what and therefore should be able to create the equivalent data with the other language.
Topic High CPU usage By Trebor777 Date 2011-07-26 11:07
just a tiny adjustement to that bit of code
it's :
i.screen_x < - i.width    :) because you want the full tile to be off screen :) not just one of is corner.
i.screen_y < -i.height
Topic ruby-opengl gem for Windows By Trebor777 Date 2011-07-18 15:23
After seeing some people struggling with the build of the gem on Windows.
I manage to create a valid gem containing only the binaries. :)

Please test!
http://dl.dropbox.com/u/167380/ruby-opengl-0.60.1-x86-mingw32-ruby19.gem
Attachment: ruby-opengl-0.60.1-x86-mingw32-ruby19.gem - Ruby Opengl Windows Only(updated with dll auto added to PATH) (922k)
Topic ruby-opengl gem for Windows By Trebor777 Date 2011-07-17 13:32
Read next Reply please!
Topic How to compress a Ruby + Gosu game and make it executable By Trebor777 Date 2010-08-21 01:41
well :)
I guess the OCRA  is what you need to look at !
Fairly simple to use and can embed some data file as well.
Topic Chipmunk Collision Handlers in Ruby By Trebor777 Date 2010-07-29 12:40
well Shawn42 tried to make me a chipmunk dll to work with chipmunk-ffi  but it crashes... so nope it doesn't work for the moment... :/ so thank you a lot for that gem
Topic Castlevania: Moonlight Requiem. By Trebor777 Date 2010-06-18 01:01
Hey, sorry for this topic revival :) but the project is back on its track again!
So expect to see some updates soon ( probably during next week).

I've today managed to get a nice fullscreen stretch mode thanks to those new transformation features. :3

Anyway, I'm running more tests than actually coding features, as it's been ages since I've coded something ( was last november/december I think ).
I've been very busy with my studies in games art... ( yey 3D ) >_< But finally got free time to work on castlevania. Woot.

I was also wondering if anyone would be interested in working with me :) though I'm not expecting anyone as it's not a big call for help.
it's more for having feedback, and making progress more quicker on the project.
Topic ruby-opengl gem for Windows By Trebor777 Date 2010-06-15 11:52
well if you can read the title of this topic, you can expect it's not going to be for Linux, or OSx.
Topic ruby-opengl gem for Windows By Trebor777 Date 2010-06-12 13:48
hey, been a little while, but
it works for me :) and for some friends too, so I decided to share it:

Here is a zip file, containing the precompiled ( by me, after patching ages ago,  i don't remember any of it xD , but it works )
-> install ruby-opengl, and wait for it to fail to install
-> unpack the 3 folders included in the zip,  in the opengl gem folder, and replace the stuff.
-> unpack the glut32.dll in the ruby/bin folder

and enjoy !

http://dl.dropbox.com/u/167380/ruby-opengl-0.60.1.zip
Topic Secret of Mana-style radial menu for Chingu By Trebor777 Date 2010-05-13 14:14
go crazy my friend .p
I didn't use any license ( I made it public for RPG Maker's RGSS, then I adapted it for my own project under gosu )
Feel free to use it as you like or make money of it :P
Topic Secret of Mana-style radial menu for Chingu By Trebor777 Date 2010-05-05 22:50
Here is my own I did ages ago and adapted it for Chingu as well :p
If you want to have a look.

It's a general purpose menu, that also supports "vertical" rings, or can fake "perspective" ring :p, different resolution for the rotation as well :)
anyway here's the code

http://ruby.pastebin.com/wpr2kZBS
Topic Problems with gems By Trebor777 Date 2009-12-09 15:17
gem install blablabla --platform=mswin32

to know more about gem:

gem --help, or gem --help install for more detailled information on install... for example.
Topic www.gamercv.com - online high scores for your Gosu game By Trebor777 Date 2009-12-09 15:12
Just wondering, why did you limit the highscore name size to 3 characters only ?
Nostalgic of the old arcade days ?

Because in itself, IMO, it's not very convenient..., or it could be (if possible) setup by the game designer, to define it as he wishes when he creates the game page.
Anyway, good luck with that.

PS, unrelated question: but do you read your pm on rubygame or here ? (it's related to the topic we were discussing, who got deleted with the downtime)
Topic Ocra Path isn't found By Trebor777 Date 2009-11-29 22:31
Ocra doesn't embed the ressource the program uses, only the libraries needs to execute+the ruby interpreter.
you still need to provide the images/sound/whatever file with you .exe
Topic ruby-opengl gem for Windows By Trebor777 Date 2009-11-29 22:27
oh by the way :) this  mswin32 build isn't compatible with the RubyInstaller 1.9.1rc1, which use Mingw.
I had to follow the patch a guy did to several files, in order to be able to compile it properly...
Topic 2D Camera? By Trebor777 Date 2009-11-21 18:36
Hi sorry, if this post is considered as Necro-posting
But here's some code I've produced ( for castlevania ), in order to have a nice smooth parallax scrolling(with several backgrounds) with a camera following the player in a map of a given size.

Basically the camera class is in charge to convert the absolute coordinates "or real coordinates" into screen coordinates and to keep the player in the center of the screen.

Here is the code:

http://pastebin.com/f7e26b916
Topic Castlevania: Moonlight Requiem. By Trebor777 Date 2009-11-16 13:57
One of the 1st problem I had with N, is that it only supported character as high as a tile. So in order to fix that I created a proxy shape, that contains several shapes (made of circles and/or BBs ) that would be smaller than a tile :) It was allowing me to have a precise mask. Furthermore after I created a small editor were you would define those shapes for each frame of animation, but that's another story.
Here is the code!

In the code, xw and yw  in the AABB method, refers to the half-witdh/height of the box, not the full dimensions.

http://pastebin.com/f417bfa9b
Topic Castlevania: Moonlight Requiem. By Trebor777 Date 2009-11-15 03:00
Well, I've already look up BB ages ago :) one of the 1st thing tested. I've implented it with circle collision as well, as (BB vs BB , C vs C and C vs BB ) for check between enemies and player, or player vs projectile, or projectile vs enemy.

Basically that's how a map look, this is a map that i use to test the engine, as it has pretty much every case one it. If you have an idea that'd work perfectly for all of those case :) ( the character is a tile and a half high (48px), actually it should work for any kind of character size. )
I'll love you forever...

But for me chipmunk seems to be the best solution.

[http://dl.dropbox.com/u/167380/test_map.png]

:) For the nostalgic here's the debug room ion Symphony of the night.
[http://dl.dropbox.com/u/167380/CastleDebug.png]
Topic Castlevania: Moonlight Requiem. By Trebor777 Date 2009-11-14 21:57
As a matter of fact :) the tiles are only used for collision and are invisible ingame.
We use several parallax backgrounds for the level. and one of them is the "level" where the player is.
We could have the possibility to generate masks from the tiles as well... :) and use them for collision detection. (instead of reading the background, as there could be parts we don't want to collide with)  (Edit... i just noticed what you've written at the end)

What I call the N engine, is the mechanics behind the game  "N" ( a flash game , ported to several consoles as "N+", if you haven't played it , I suggest you do, very simple design, but addictive. It's free on PC), They put  a tutorial explaining with the source code on how works the collision detection in game.

Bear in mind the player will not be alone moving around, and several enemies will move as well... hopefully we're using a quite small resolution ( 480*272 ).

But I guess you check another pixel to see if you can go left or right? ( as colliding with a wall?) Also the player is quite tall (about 48px), and i fear that some part of the body would pass through stuff... instead of blocking... so that would make several pixels to check, isn't it?
Topic Castlevania: Moonlight Requiem. By Trebor777 Date 2009-11-14 13:19
Thanks :) a lot!

Yes I think the problem will always be with slopes, We'll see how it goes.
But yeah we intended to have some physics puzzles and destructible stuff that'd fall apart nicely :). And I think it would act nicely for Boss made of several parts to animate them ( some sort of IK or FK )

Most tutorials for simpler platformer  put constraints on the level design like you can't put a slope leading to nowhere.. or leading to a wall...because in the code they propose, it doesn't handle those cases. Or the slope must always be at 45° ... that kind of boring stuff.

In the End; the N engine  was handling all the cases nicely, except that the character would slide down 1px every two frames when on slopes due to how it detect the collision ( it wasn't a problem due to gravity, but of collision response)... I tried to patch that in so many different ways...
but failed... But N doesn't have dynamic collision response like chipmunk.

Anyway :) that would be a pretty awesome project for Gosu :) if we manage to pull it off :).
Topic Castlevania: Moonlight Requiem. By Trebor777 Date 2009-11-13 22:57
Hi,
Moonlight Requiem, is a fan game, largely inspired by the RPG Platform Castlevania episodes ( pretty much all of them since Symphony of the night )
We (our small team called 2Dee2Doo) started the project on RPG Maker VX in june 2008;.. we had great ambitions for it, and for me making a platform game in RPG Maker, was new and interesting.
But its engine is very badly written and limits ruby capabilities ( uses an embedded version of v1.8.1 when it was released last year... >_<) , can't call C-extensions... windows only, no opengl etc... ) Pretty cool and easy ( super high level ) and can do some cool stuff, but can quickly run out of ressources ( doesn't seem to use hardware acceleration ).

Anyway, after writing X version of tiled -collision engines that would try support pretty much any kind of slopes ( basically all the shapes you have in N/ N+  games ( I ported the collision from flash to ruby but not ideal for our game, and uses too much ressources) )
I'm now looking a lot at Gosu+Chingu , and chipmunk, as they seem to be pretty efficient together, and started a new version of the engine :).

Remember Queen; "I want to break Free!"

You can have a look at our website here: http://castlevania.trebor777.net to read more informations about the gameplay and see screenshots and videos :)
But that's all RM stuff.

So all the message I'll post in this topic, will be for showing screens, or asking some help from you people; Master's of Gosu !

My plan, for the moment is to familiarize myself a bit more with Gosu+Chingu possibilities, in order to get used to it. and trying to reproduce some stuff from RM. ( the way they handle animation is pretty well done for example )
Then, using chipmunk aswell.
I have a question about it :)   The window is the camera , and some level are bigger than it :) ok i put my stuff into space at some absolute coordinates that seems to be the one on screen,   is there a way to translate the space in order to move everything (emulating the camera move), ?

then :) reading the map data, to get the shape of each tile, and generate the chipmunk data from it and place it as required. shouldn't be too hard i think.

As it's moslty porting for the rest of it, it shouldn't take too long after that before seeing some awesome stuff ;)

Thanks for reading !
Topic a Viewport feature? By Trebor777 Date 2009-11-13 22:25
yeah its snippet is very good :) I added a few simple features to it :) as if it's hidden, all the associated sprites to it are not drawn.

no the trick i'm a bit worried about, is on Z ordering those viewport, between each others... it's kinda independent from the sprite Zordering... but that more a matter of organizing well your stuff to make sure it's at the right place than anything else.
Topic a Viewport feature? By Trebor777 Date 2009-11-02 17:42
Well I know gosu from some french dev forums, for a few years now. Played a bit with it, and quite enjoyed it for rapid prototyping ^^.
but HBgames is, since it's renamming from RMXP.org to HBGAMEs, open to any kind of Maker/ game lib projects. And there is a part of the forum dedicated to gosu now.

I'll have a look at the openGL "render to texture" thing .  :) and if find something useful try to make something with your snippets guys!
Topic a Viewport feature? By Trebor777 Date 2009-11-01 21:40
Hi, I'm kinda new at gosu and I read different post here on 2D cameras and clipping... but I'm not sure if it can help me to do what i want to achieve: Viewports.
That's how they work:

you have a class Viewport, and an instance is pretty much like a rect, but with Z ordering between other viewports, and some visibility switch, color blending etc...it can be moved and such, but it's invisible by itself.

and drawable stuff can be attributed to a viewport. or to be exact, a viewport can be attributed to a sprite (kinda like sprite.viewport =  my_viewport_instance )

If so, the coordinates of the picture  are relative to the viewport and not to the main window anymore. If the picture is "getting out" of the viewport, then the part that is out isn't visible.

Some people here will recognize the Viewport class from the RGSS library from RPG Maker XP or VX. That's a very convenient class to do different effects. ( like scrollable text etc... )

So is there anyway to implement that somehow with something using not a lot ressources?

not having this class is pretty much what stops me from moving to something less constraining than RPG Maker.

Thanks for your answers!

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