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Topic Making Arrows With GIMP By kyonides Date 2022-03-10 00:43
Steps to Include the Arrow Making Script in GIMP
Works in GIMP 2.10!

First of all, download the ZIPPED script.

http://programmer97.byethost10.com/Files/arrow.zip

You know what to do with a ZIP file, right? Winking

Then take a look at the menu bar. You should find the Scripts location if you look in:

Edit -> Preferences -> Folders

There it should list your scripts folder(s) one after another.

How they look like might depend on what OS you are currently working on. Confused

Make sure you have placed the SCM file there. Happy with a sweat

How to Use the Script?

First go make a PATH with just two points

Then invoke the script by going to:

Tools -> Arrow...

A new window will open where you can change the default settings.

Click OK and you will see how GIMP makes a new arrow for you! Grinning

Original Post
https://www.gimp-forum.net/Thread-Arrow-...01#pid1401
Topic Converting Ruby Gosu Gem into Executable By kyonides Date 2022-02-25 01:05
I see, still, I do think you might have forgotten the time when you told me all images were actually displayed scaled to 110% or 1.1 of its actual size...
Topic Converting Ruby Gosu Gem into Executable By kyonides Date 2020-09-05 04:05
Thanks jlnr, but that's EXACTLY what I wanna avoid. It's not even necessary to do it, you know. If I included a bug in the source code I was modifying, while I was trying to do something else, now sprites look as dwarves or sprites in the mythological sense. XD This means it can be done by default with a few additions. I know, I've already used a variable to let it change but that's only a disguised bug, so to say. Nope, it wasn't a Gosu::Image.scale_x or scale_y call, I've already discarded it. The window remained as big as originally intended.

Don't you recall where in the gosu code there was a place that was multiplied by some value that enlarged sprites displayed on screen?

I do remember we once discussed something on the discord channel about images being slightly enlarged by default in gosu, you'd said back then they'd look kind of tiny otherwise. Where's that part of the code? That part contains the key to implementing a "fake" scaling effect without needing the Gosu.scale(params) method call.
Topic Converting Ruby Gosu Gem into Executable By kyonides Date 2020-09-03 23:04
Well, I've pretty much ready to get some features work without SWIG's interference but I managed to change the scale of all drawables by changing some specific value... the very same one I don't recall and I can't find it even if I've checked the source code several times already. :P

So jlnr or anybody else, you could please remind me of where in the original C++ code is the factor or scale that doubles the size of all images from the very beginning?
I should have documented it on my own but forgot to do it. :)
Topic Converting Ruby Gosu Gem into Executable By kyonides Date 2020-08-26 23:33
I'm still working on this executable but I was wondering if I didn't explain myself clearly. I'd prefer to think none of you hate me for unknown reasons. :P

EDIT

Here's a piece of C++ code that lets me intercommunicate between both CRuby and C++ portions of code.

Code on HasteBin

Any suggestions or corrections would be appreciated.

I also got rid of the tick-ish loop because it bothered me how Ruby didn't stay in control because of that inner loop. :S
Topic Converting Ruby Gosu Gem into Executable By kyonides Date 2020-08-21 05:58
I was wondering if any of you guys would know effective ways to achieve such a goal with relative ease.
As of late I'm working on a different machine so I no longer have access to my old testing code. Still, I do recall I had issues with this project because I couldn't manage to display every single sprite on the game window as intended because some of them disappeared at random Z coordinates. I thought that the only way was to keep the loop inside the C executable that would replace the gem and still use all the usual Ruby code.
Since that doesn't seem to be a nice way to deal with this issue, how would you do it?
By the way, I'm working on a Linux box.
Topic Gosu 0.15.0/0.15.1 released By kyonides Date 2020-01-21 08:15
Thanks for taking your time to publish the announcement after having worked on the updates. I hope you get some time to fix the missing Gosu::Image.from_blob bug now that you're on a release roll. XD
You see, it doesn't show up in Gosu 0.15.0 nor 0.15.1 even once.
Topic Cannot build Gosu Gem on Fedora 31 with Ruby 2.6.5 By kyonides Date 2019-12-08 02:23
Well, this might sound weird but I could finally solve it. I just needed to install fontconfig-devel package and it now works... =_=ยก
Topic Cannot build Gosu Gem on Fedora 31 with Ruby 2.6.5 By kyonides Date 2019-12-07 02:24
The shell window confirms I have installed all required packages via dnf...

sudo dnf groupinstall --assumeyes "Development Tools"
Last metadata expiration check: 0:33:21 ago on Fri 06 Dec 2019 07:45:42 PM CST.
Dependencies resolved.
=============================================================================================
Package                Architecture          Version                 Repository              Size
=============================================================================================
Installing Groups:
Development Tools                                                                               

Transaction Summary
=============================================================================================

Complete!

sudo dnf install mpg123-devel mesa-libGL-devel openal-devel libsndfile-devel gcc-c++ redhat-rpm-config SDL2-devel
Last metadata expiration check: 0:33:51 ago on Fri 06 Dec 2019 07:45:42 PM CST.
Package mpg123-devel-1.25.12-1.fc31.x86_64 is already installed.
Package mesa-libGL-devel-19.2.6-1.fc31.x86_64 is already installed.
Package openal-soft-devel-1.19.1-3.fc31.x86_64 is already installed.
Package libsndfile-devel-1.0.28-11.fc31.x86_64 is already installed.
Package gcc-c++-9.2.1-1.fc31.x86_64 is already installed.
Package redhat-rpm-config-142-1.fc31.noarch is already installed.
Package SDL2-devel-2.0.10-1.fc31.x86_64 is already installed.
Dependencies resolved.
Nothing to do.
Complete!

The Error Log Itself... I think...

https://pastebin.com/x4m74tss
Topic Changing the level in a game By kyonides Date 2019-08-27 03:51
Since jlnr suggested you should redistribute your game data, here's a small example of how to extrapolate all that stuff to different scenes.

#!/usr/bin/env ruby
#   Scripter : Kyonides-Arkanthes
#   Last Update : 2019-08-25
begin
  puts 'Using custom Gosu gem'
  require './gosu.so'
  require './lib/require_custom'
  Game.custom_gem = true
rescue
  puts 'Retry - Now using default Gosu gem'
  require 'gosu'
  require './lib/require_default'
  Game.custom_gem = nil
end
require './tileset'
require './lib/map'
class MainWindow < Gosu::Window
  attr_accessor :scene
  def initialize
    super(800, 608, false, 40) # Custom Gosu Gem
    Game.current_dimensions(self.width, self.height)
    self.show_cursor = true rescue nil
    self.caption = 'KScenario Gosu'
    puts 'Using Gosu version ' + Gosu::VERSION
    Game.setup_title
  end
  def button_down(bid) Game.scene.button_down(bid) end
  def button_up(bid) Game.scene.button_up(bid) end
  def update() Game.update end
  def draw() Game.scene.draw rescue nil end
  #def needs_cursor?() true end # Not needed in my custom Gosu gem!
end

begin
  Game.start_loop(MainWindow)
rescue
  Load.clear
  puts "Rescue!"
  puts m = $!.message
  puts b = $!.backtrace.reverse
  File.open('log.txt','w') do |file|
    puts "Opened file!"
    file.puts Time.now
    file.puts m
    file.puts b
  end
end
Topic Changing the level in a game By kyonides Date 2019-08-23 21:05
First it'd be helpful if you tell us what are the "changes" you're talking about. What kind of stuff do you need to save before the scene changes? HP HUD? Level? Difficulty? Angle? Zoom? X Y coordinates? O_o?

Even so you might keep in mind you can use more instance variables to store other stuff as well. :)
Topic Changing the level in a game By kyonides Date 2019-08-23 06:54
You know, that would relatively soon become a LARGE number so it wouldn't help you to store it at all. You'd better divide it by the update interval. Plus why do you wanna save any data in the draw method? You got an input and a general update method to do that! I'd recommend saving stuff inside any of those two methods. Since you're using an instance variable to determine the scene, that won't be a problem. :)
Topic SCROLLABLE Items list selection By kyonides Date 2019-08-15 21:45
How curious... You didn't pick clipping and updating y coordinate.
Topic KScenario Gosu By kyonides Date 2019-07-08 07:43
Yeah, I've been working on a project where I'd offer a menu scene where the player can choose a hero and a destination where to send him and let his story unfold. Of course he will get a few things right while exiting the scene to help him somehow. I was first busy with a version for another engine but now I have ported my script to a "full fledged" Gosu project. Well, so far it's working smoothly and let's you hear BGM's just as expected. :P

Here's the download link just in case you will download the demo some day...

Get KScenario

So far as I know, it works on Linux distros like Ubuntu or Kubuntu because I added a custom table gem or library file.

You can also take a look at the GUI. Oh well, it seems I can't resize the image... OK, I'm using a thumbnail then.

[https://i.postimg.cc/hhzL2TV5/kscenariogosu02.jpg]
Topic Installing chipmunk in Ruby 2.4.3 failed! By kyonides Date 2018-04-18 01:00
Since my linux distro has not updated Ruby since it had reached version 2.3.x chipmunk runs on it :P Windos had to be the same old rascal... =_=
Topic Issues with Ruby Gosu Image#subimage By kyonides Date 2018-04-17 00:01
Well, I also use mega, but I know, github might help. The thing is I never got used to github :P

The issue was that it subimage does not let you create composite images, like tiles that have different sizes. If you try to use it to draw them during gameplay, it fails to show you anything...
Topic Installing chipmunk in Ruby 2.4.3 failed! By kyonides Date 2018-04-14 20:30
This is the error message that I get if using Ruby 2.4.3 (but not on 2.3.3)...

Temporarily enhancing PATH for MSYS/MINGW...
Building native extensions.  This could take a while...
ERROR:  Error installing chipmunk:
        ERROR: Failed to build gem native extension.

    current directory: C:/Ruby/lib/ruby/gems/2.4.0/gems/chipmunk-6.1.3.4/ext/chipmunk
C:/Ruby/bin/ruby.exe -r ./siteconf20180414-4972-yr7qn9.rb extconf.rb creating Makefile

current directory: C:/Ruby/lib/ruby/gems/2.4.0/gems/chipmunk-6.1.3.4/ext/chipmunk
make "DESTDIR=" clean
"make" no se reconoce como un comando interno o externo, programa o archivo por lotes ejecutable.

current directory: C:/Ruby/lib/ruby/gems/2.4.0/gems/chipmunk-6.1.3.4/ext/chipmunk
make "DESTDIR="
"make" no se reconoce como un comando interno o externo, programa o archivo por lotes ejecutable.

make failed, exit code 1

Gem files will remain installed in C:/Ruby/lib/ruby/gems/2.4.0/gems/chipmunk-6.1.3.4 for inspection.
Results logged to C:/Ruby/lib/ruby/gems/2.4.0/extensions/x64-mingw32/2.4.0/chipmunk-6.1.3.4/gem_make.out
Topic Issues with Ruby Gosu Image#subimage By kyonides Date 2018-04-12 03:23
I was using two images as gauge components, that did not work at all. Using a single image seems to work fine, but there is no good reason why neither subimage nor dup would work as expected.
Topic Early Version of KUnits Gosu By kyonides Date 2018-04-11 18:25
Just edit the Audio.state variable by setting its value to false or nil. :P
Topic Early Version of KUnits Gosu By kyonides Date 2018-04-10 22:50
I think you had download an outdated version from mediafire, the other day I only had uploaded RAR files to mega :P

Anyway this time I have uploaded new demos to both websites, plus I do think I have come up with a sprite script that might not be affected by subimage method the way CompositePictureSprite does. I even dared to call the new class the Gauge Sprite.
Topic Issues with Ruby Gosu Image#subimage By kyonides Date 2018-04-08 19:13
O.o but it does exist, it's the same as gauge1 and gauge2... Let me check the resources compressed file I uploaded, but you can use any other image as a gauge and go through the same nasty situation as I did :/
Topic Early Version of KUnits Gosu By kyonides Date 2018-04-08 02:09
Well, I have updated my KUnits scripts and resources, but I faced a weird issue while working with the Image#subimage method... :S Nope, it won't make the game project crash at all. :P
Topic Issues with Ruby Gosu Image#subimage By kyonides Date 2018-04-07 17:22
You can easily fix that yourself, in lib/setup folder you'll find all the modules that are used to configure my scenes or states scripts. There they usually begin with a BGM constant... but if you wanna test it with the multiple gauges on screen (OK, just one being displayed while the others are missing), you better wait till I upload the most recent version of my project.

I know, it looks more like a concept than an actual game, even if it exceeded 8000 lines of code already... :S

By the way, you gotta talk to the dark elf lady on the first map to open the pseudo battle screen. :P
Topic Issues with Ruby Gosu Image#subimage By kyonides Date 2018-04-07 01:35
So far I was glad with the option of reusing pictures by caching them. The only thing I disliked was the very same need to cache them :P

Sadly that has changed since I tried to make a new composite sprite class that kept an image that looks like a gauge, some sort of bar. As a single bar in a menu it worked quite fine, but that was not the case when I tried to use more than one of the same kind. While trying to draw three of them, only the first one got drawn as expected. I thought they shared the same x coordinate but they didn't!! What did I use to tile it? The Image#subimage method because the tiles have different dimensions. I suspected I should not cache that picture since you cannot dup Gosu::Images, so I preferred to skip the caching part and load it from file every single time I need to update it... to no avail, guys!! Gosu keeps ignoring them,even after I confirmed they do so exist! Honestly, I don't think it could be my fault and I do need some serious help here... :S

You can find the CompositePictureSprite or SpriteCompositePicture class in my KUnits Gosu demo on the corresponding subforum.
Topic How do I enforce the vsync in my project? By kyonides Date 2018-04-02 22:48
Thanks for replying, jlnr. Sadly I cannot use the default update_interval value, it would update stuff too fast on both OS's. :(
Topic Gosu::Window closes itself By kyonides Date 2018-03-31 22:19
I have noticed two things. The first thing would be the two loops you create at the end of the main script. You only need call one of them! The latter would be the strange condition you set in the update method that should close the game window. Why don't you try solving the issue by removing it?
Topic How do I enforce the vsync in my project? By kyonides Date 2018-03-30 22:30
So does your silence mean no Ruby Gosu project can't be vsync'ed at all? O_o
Topic Survey about Gems and Rubyversion By kyonides Date 2018-03-17 00:26
Ruby 2.3.x or 2.4.x depending on what OS I am working on. Actually I installed it on both Windows and Ubuntu. I have tried opengl but I did not know if it was the latest version because it failed during tests. I also installed chipmunk. I did not know about Ashton but I would definitely like to get shaders in gosu. Personally I would prefer all input stuff in ruby gosu to be located in a specific module other than mere Gosu. Just a humble suggestion :)
Topic How do I enforce the vsync in my project? By kyonides Date 2018-03-12 21:36
In my case I am running it on Ubuntu Linux and Windows 8.1, as far as I have seen on Windows it runs slower than on Linux. Jnlr suspected it might not have been vsync'ed there. So how do I ensure it gets sync'ed as expected?
Topic Gosu 0.13.3 released By kyonides Date 2018-03-11 16:51
By the way, I have noticed that using a specific milliseconds delay for the input update on Linux, makes it run quite slow on Windows. I reduced it by 10 milliseconds because it isn't a high value nor a large number at all, and still it ran slowly. On Linux some 1200 water drops fall fast enough to simulate rain, but they fall slower than leaves in autumn while on Windows. Is this a feature we all gotta deal with? Or is there any previous report concerning this issue? O_o
Topic SpaceRace - USSR vs USA By kyonides Date 2018-03-08 19:06
Well, I could tell you that it is possible to make a ruby game without a single global variable. My KUnits project is a proof of it. I am not implying you should do the same, but you can reduce the number of global variables even more than you already stated above. Check which global variables aren't called often enough and transform them into module's functions like $audio.ok_se getter becoming Audio.ok_se after creating the Audio module :P
Topic Early Version of KUnits Gosu By kyonides Date 2018-03-03 00:20
Well, I finally implemented a system to let my map events include more player interaction than just automatically opening a new scene. Now it lets the player read a conversation before switching scenes. :) I know, other people have achieved such a simple thing with ease, but I just could not make up my mind to come up with my own implementation :P
Attachment: kunitsgosulinux10.png (67k)
Attachment: kunitsgosulinux09.png (64k)
Attachment: kunitsgosulinux08.png (62k)
Topic Early Version of KUnits Gosu By kyonides Date 2018-02-12 02:47
It was a mess, caching Text or Font the way you suggested provoked weird just as I had foreseen, either the color did not match or the height... The main reason why I hate Font the way it is would be the impissibility to change the font height. That was the motivation I had to implement Text without caching it at all. Now I need to modify Gosu::Font to become similar to text without the recreate method. The window Ruby file is quite old indeed, the original file was written when Gosu had reached version 0.7 or so... :P
Topic Early Version of KUnits Gosu By kyonides Date 2018-02-11 04:59
I know what you said earlier about fonts, but I wonder if it really lets you update a font's contents when you change stuff like its dimensions or the text itself. Won't I find weird stuff on my screen after caching those fonts? O.o?

By the way I could not make waterdrops fall adequately. After a few cycles you may notice there is a large gap that keeps growing and growing...
Topic Early Version of KUnits Gosu By kyonides Date 2018-02-09 01:17
I have posted an updated version of KUnits Gosu, including a lot more cache stuff I had been coding in the last few months. I guess it is faster than usual, but I am unsure if that's good enough :(
Topic Early Version of KUnits Gosu By kyonides Date 2018-02-08 04:57
Actually a version I modified later on does include a Cache module that should work like your $_img global variable by creating a specific map or sprite cache of sorts. Perhaps if you could test it including the five script files I included on the support topic you could tell me if I could not solve the issue because I had overlooked it somehow :(
Topic Early Version of KUnits Gosu By kyonides Date 2018-02-07 01:58
This topic is linked to the following Slowdown during state switching step because it really suffers from strange delays... I'm posting this comment just to let you know, guys.
Topic Slowdown during state switching step By kyonides Date 2018-01-25 04:59
The game have been uploaded months ago, it was named KUnits Gosu...
Topic Slowdown during state switching step By kyonides Date 2018-01-17 04:53
Since it is evident that this topic does not catch people's attention, I request a moderator to close it. I do not think it should be deleted so closing sounds like a better choice, or it could be moved to some forgotten or old topics hidden subforum.
Topic bullets are not created right in the middle of the ship By kyonides Date 2018-01-05 22:40
Did you know that you no longer need to pass a window as an argument? Or are you working with multiple windows in your game project?
Topic Slowdown during state switching step By kyonides Date 2018-01-05 22:33
Well, this time I will attach a few Ruby files in case anybody can point out what's the actual root cause for my project's slowdown.
Attachment: additions.rb - Addditions (5k)
Attachment: gamemodule.rb - Game module (6k)
Attachment: input.rb - Input mods (4k)
Attachment: mapmodule.rb - Map module (1k)
Attachment: scenes.rb - Scenes scripts (63k)
Topic Slowdown during state switching step By kyonides Date 2017-11-21 04:09
Well, this time I'll show you the code concerning the logic update stuff, the most basic part, just in case you may found out why it's been so head-breaking lately...

* Removed the code to help readers find my latest post here *
Topic Slowdown during state switching step By kyonides Date 2017-10-10 14:02
I tried to cache sprites by creating hashes to store them in order to avoid loading them every single time I needed them so I thought it would help improve my game's response but... My map aren't really large, one is only a bit larger than a 800x600 window, 960 pixels wide at most... It only sports 4 events on map plus the player's sprite and its four companions...
Topic Slowdown during state switching step By kyonides Date 2017-10-07 18:14
I have been using my own state switching solution in my game project, the thing is that switching between two menus is fast, I rarely find and issue. The story gets a horrible twist whenever the map spriteset is involved, it freezes for a few seconds and then continues loading the new map or menu depending on the case. My transition state draws simple rectangles and waterdrops on screen, plus setups the new state then. It first displays the previous state and then lets it get replaced by the second state. At some point all black rectangles and waterdrops freeze abruptly for over 15 seconds before finishing and letting the player walk all around the current map or navigate through the current menu. I thought I had to make the setup and drawing run in a parallel process... so I used a new Thread only to find out that concurrence was a wacky idea after all.

What should I do then?
Topic Including temporary Screenshots in Gosu By kyonides Date 2017-10-07 18:00
Yeah, I could foresee such a situation, but I had to let you know we wouldn't give up at all XD plus I really need it...
Topic Including temporary Screenshots in Gosu By kyonides Date 2017-09-28 03:21
Could it be possible to include the take a snapshot of current state feature in all versions of Gosu? (I'm especially interested in such Gosu for Ruby's improvement XD)
Topic Input update interval By kyonides Date 2017-09-25 21:29
The lpaste.net link XD

I couldn't make it work with just fake images, the ones recorded by window.record feature, so I had to create black rectangles to simulate a transition. Now my issue is that it gets stuck for a few seconds especially while transitioning between maps...
Topic Early Version of KUnits Gosu By kyonides Date 2017-09-23 03:35
KUnits Gosu

This is a project I originally started on another game making software but later moved to Ruby Gosu once I felt comfortable enough with it. Below you can find my original script namely Gem Roulette where you can make that wheel spin like crazy and get some prize if any. It's a demo filled with features like working traditional or creative menus, map scrolling, teleporting, event collisions, buying items at a local shop, etc.

[https://s6.postimg.org/y2b26cwzl/kunitsgosulinux07.png]
[https://s6.postimg.org/dtwvc4cg1/gemroulettegosu01.png]

DOWNLOAD SECTION

MEDIAFIRE

MEGA
Topic Input update interval By kyonides Date 2017-09-23 03:25
Thanks for your assistance, lol_o2, I'll be checking it out once I get some spare time, storms kept me busy lately, but why do you call yourself an anonymous coward on the first link you posted? O.o
Topic Input update interval By kyonides Date 2017-09-19 18:49
What I was thinking had to do more with black and white graphics (or grayish gradients) that could let you perform the transitions in many ways. Let's say I've got a graphic for a box transition, meaning there is a box inside another box and even another inside the last one and so on, then you'd see that half of the boxes make parts of the previous screen disappear and the next scene shows up slowly...

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