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Do the examples provided with the gem work?
And could you do 'gem1.9.1 which gosu' in a terminal for me?
I think quarcy want's to draw a color onto the bitmap, using the alpha of the original image. Basically, you color the whole image, but with alpha=0, you color red*0, blue*0 and green*0, so nothing. But with alpha=10, you color the image by a little. Which I think is what he was doing here (although it's not very clear):
c[0] = c[3]*color.red/255.0 + (1.0-c[3])*c[0]
c[1] = c[3]*color.green/255.0 + (1.0-c[3])*c[1]
c[2] = c[3]*color.blue/255.0 + (1.0-c[3])*c[2]
(also note that he basically disregards color.alpha here, that is, the alpha of the color to apply)
With the @cover.clear thing, you basically draw a given color onto a new image, skipping where it is transparent, but then with a tolerance so that things don't have to be completely transparent to not be painted. But then, you'll basically get a hard edge of when you *do* finally start coloring. Images look a bit 'aliased' that way.
Below is a comparison image. To the left, you have the original. In the middle, you have the image.each implementation. To the right, there's the dest_ignore with tolerance. You can clearly see the 'clipped color' effect.
I think the title of this thread should not be 'skip transparent pixels', but rather 'draw with below transparency' or something. Am I right, quarcy?
I use it like this:
padsp ruby Tutorial.rb
Maybe you should try using this instead, to see if you can get some debug output:
padsp -d ruby Tutorial.rb
I would just like to confirm I have the same problem (on Ubuntu 10.10, PulseAudio). Only mine isn't a segfault, I get a proper exception:
/dev/dsp: No such file or directory
/home/#/.rvm/gems/ruby-1.9.2-p0/gems/gosu-0.7.27/lib/gosu/patches.rb:28:in `initialize': Could not initialize audiere or library not found (RuntimeError)
padsp worked for me as well, although the sound quality is terrible, and I actually had Tutorial.rb freeze up on me a lot. Ending the process had no effect. Only killing it did.
As far as I can tell, there really is no way to tell Audiere what backend to use.
Not at all. I find it much more easy than windows, *before* the installers.
The use of that package is merely a suggestion. You can add the dependencies yourself, if you want. The package just makes it a bit easier.
I never use them myself though.. ..I use RVM for my rubies, so the packages don't work.
WTF, I actually just thought of hotswapping *today*.. ..and I just gave up on my google search, only to find this. Awesome.
But Pry.into() is so syntactically delicious!
No really, this looks quite nice. Should give it a try soon.
I like your use of tweening, and the landscape is nice!
I suck at this game, tough..
Yeah, embedding images in ruby files is fun. Not practical, but fun just the same.
Nice Gosu tutorials btw!
Oh, alright then. I'll reconsider use of them.
Haha Snae/devgomes's old version is 317 seconds (although the result looks better ;) )!
Okay that went way too slow: a full (640x480) image takes 66 seconds to blur! (50 for vertical and 20 for horizontal)
Count me in for c-based blur!
There is now! :)
Although I'll get back to you on that; I first want to try it out myself with a ruby-based blur on a sample game image, and if that works you won't have to go through the trouble of adding it..
Well actually I'm trying to use as little dependencys as possible, so that's why I don't use DevIL or OpenGL. They can be hard to set up, decreasing the chance of anyone bothering to try my game.
And although using texplay for blur won't exactly be fast, I hope I can get away with it. ;)
Well for the blur I actually meant a static blur. So for example when you pull up the menu, the game would freeze, and then a blurred version would fade in, and with it, the menu. I love effects like that :)
And yeah, that bloom might be a bit silly, I'll admit that. For one, the UI would burn right in the screen.. ..
Are you planning to add this to texplay perhaps? Because I'd prefer this a whole lot over using DevIL to capture the window!
And this is great for blur-effects or even fake bloom :D
wow.. - just wow.
This is pretty awesome, although personally I can't stand to use it :P
I'll leave it to the rest to add some some more interesting comments ;)
For my editor, I had a button on the menu that could toggle the position from up to down as well.
Another option would be to have a key - say, Q - that could pull up the menu when needed. Add a nice Window.translate sliding animation and you're done :D
Also, ippa, this project is definitely looking good!
A small question: does this flushing mean that you can't 'draw below stuff that's already drawn' anymore?
Thanks for the update, Banister! :)
jlnr:
> Yeah I read the readme, but I didn't understand the aim of the game, just the controls—still no rescuable princess in sight ;)
That's because there simply isn't an aim (yet?) ;)
> Is it the first step to some The incredible Machine kinda game?
Never heard of 'The incredible Machine' before.. it's from before 'my time'.
If I ever work on this again, I really want to implement collisions.. That looks like a fun math challenge to me :)
jlnr:
> I finally checked it out, but didn't get it—what's happening there?! ;)
Haha, yeah, I know, it's not really a game in any form. It is, however, one of my least concerns right now, because I have exams to do ;)
Also, when a project gets 'old', I seem to quickly lose interest.
Oh, did you happen to read the readme?
>The 4 buttons on the bottom do this, from left to right:
>>Stop editing
>>Go into edit mode to add cogs
>>Go into edit mode to add beams
>>Go into edit mode to add worlds
>The buttons on the top left represent the armature. Use each button to rotate the represented object positively, or negatively.
>Press 1 to load myfile.xml, and Escape to quit. Use A and S to zoom in and out
Admittedly, it's not the nice, clear GUI that I want it to be, but this was mostly just an entertaining programming project for me, and I thought I might as well enter it. (I actually don't remember that I did, but anyway..)
Well, I think that Color and Tone are definitely features of RGSS, seeing as how there are classes for them, and the RPG Maker events actually only have a set of properties, where the interpreter creates Tones and Colors for. At least, that's what I think it was. It's been a while since I worked with RPG Maker, and my EventScripter project specifically (which could be used to create new events at runtime), so my memory is a bit rusty.. My own documentation isn't really helpful either, to be honest, so now I'm not even sure if I'm correct at all. I don't have RMVX installed anymore, so I'm unable to access my EventScripter script, it's notes, and the default scripts. Unfortunate.
The thing about the provided pictures is that they don't quite do justice to the Tones and Colors. They are best used within whole maps, as a way of creating atmosphere. Best of all, it's completely dynamic, so you can smoothly flow from one tone to another.
Your Bitmap Remapping is also a valuable idea, although there of course isn't such a feature like set_pixel in Gosu. Should work great with Texplay though!
Weirdddd
I think Gosu or OpenGL strips the mouse by default, to that we can customize it for our games. Hm.. Now I think about it, there might be some function somewhere in some library Gosu uses that re-enables the OS-mouse. Hmm, this could actually prove useful for applications made with Gosu.
Edit: maybe RubyScript2Exe keeps extracting to a folder with the same name, and while Ocra generates a random name
Well, Ruby[Script]2Exe (is there a difference with or without 'script'?) and Ocra both extract the executable.. the behaviour should be the same.
ickylevel:
> Also , this has nothing to do with the thread, but
> I would like to request an "hardware accelerated"
> (I mean fast as the desktop cursor) mouse cursor
> independant from the game window.
C'est ne pas possible
lol_o2:
> Download it and run downcase_utility.rb in game's
> directory. Mlv files replace in data/own_levels,
> specjal.rb in data/scripts and nine.ttf in
> fonts.
Awesome ruby fix!
But just like your previous game, I suck at it.. ;)
The first and last level had a fine FPS, but second one got 4 to 7 FPS, lol (but that's okay, it's a laptop)
simply setting to loading to downcase won't work, because some files have uppercase letters in the names. So yes, it's either changing 130 file/directory names, or editing the filenames that you load. Sorry for that
lol_o2:
> If it crashes at backgrounds, open
> data/scripts/menus.rb (by any text editor), go to
> line 33 and change 'Img["Backgrounds...' . I hope
> that only directory names cannot be capitalized.
> It will be changed at next update.
Well that fixed that error, but unfortunately,
everything needs to be correctly capitalized.. :(
I can't run it, because it crashes when loading files. This is because, just like in your previous game, you keep using capital letters where you should not. You see, most operating systems, except for those on windows, are very specific with the naming of their files.
For example, to load the image 'gfx/backgrounds/Arena.png', you set it to load 'gfx/Backgrounds/Arena.png', so basically you incorrectly capitalize 'Backgrounds'. Any chance you can fix this? (a quite tedious job)
Looks nice. I love the nice monochromatic background and pretty shading :)
C++ or Ruby?
Hello :)
See
this page for the details of this bug.
The bugzilla bug seems a bit outdated though..
Great!
Congratulations, everyone!
Also, a very close 3rd-4th :)
Can't wait for AIG'010! (Let's just hope we get a bit more players then)
>>you can manually include 'gosu/patches' at the top of your script to fix everything
ah yes, 'gosu/patches' works.
>>Actually I hoped Ruby would include gosu.rb, and from there gosu.so. gosu.rb would add patches for exactly the functionality you are missing.
I think you'd need to rename gosu.so for that to work, yes.
Thanks
Ubuntu 9.10 (linux) ruby 1.9.1 gem compiled successfully.
It would seem you have removed Gosu::Button though.. That caused some breakage for my other games.
Hm.. In Tutorial.rb, it seems to error with Gosu::Sample.new:
>>ruby Tutorial.rbTutorial.rb:19:in initialize': wrong # of arguments(2 for 1) (ArgumentError)
>>>from Tutorial.rb:19:in
new'
>>>from Tutorial.rb:19:in initialize'
>>>from Tutorial.rb:95:in
new'
>>>from Tutorial.rb:95:in initialize'
>>>from Tutorial.rb:136:in
new'
>>>from Tutorial.rb:136:in `<main>'
This is the line:
>> @beep = Gosu::Sample.new(window, "media/Beep.wav")
Weird..
That depends. I've always preferred human-readable files.
Does that include some obscure characters? Might as well go binary :P
Nah, 94 should be enough
Yeah I'll probably make it so you have to retrieve a uranium rod or something, with the whole construction as an arm. But that means I'll have to introduce non-rectangular collisions, and that's not exactly something I want (nor use chipmunk only for detection), so I'll see where things go.
About #each.with_index: I couldn't find #each_with_index in the Array doc, but it turns out it's in Enumerable.
Thanks :)
Hm.. Been to the beach yet? - Scheveningen?
Or madurodam? You can always go to the tourist information ( VVV )
Back on topic, anyone else have any entries?
Wow, Selene is looking great :)
I keep on dying though.
Is Shinobi still alive? Haven't seen him in a long time..
If this compo is still going; here's my entry:
http://github.com/AmIMeYet/cogsIt's very, very raw, I'm still operating on dev-art, and I'm nowhere near gameplay. I do have a vague idea of a story though..
Also still have some stolen stuff from ippa in it, such as the README.rdoc, and chingu's draw_circle I use to test my GUI.
No way, I did NOT just make the divided by zero mistake!?! :O
Wow.. I did not expect that to just make stuff disappear
Working great now, thanks! I can now make it actually better than the original :)
Okay, they won't cheat, but I've put a link in a PM for you anyway, so please check your messages.
I narrowed it down to Gosu::angle_diff (angle1, angle2), which is pretty weird, so it's probably something on my side.
I hope you have enough RAM, and a nice fast CPU :P
phelps, I seek your help.
I made (am making) a prey class right now, but somehow it glitches the whole app.
The hunters disappear at random times, basically giving me an unlimited score.
While I like that fact; I don't think it's what you (or any other contestant for that matter) want.
But I haven't really deleted anything important, or done something against the rules (as far as I know).
Anybody else get bugs like that?
Can I PM you my prey class so that you, as an impartial person, can try it out to see if you get the same?
Well, I must confess.. I haven't actually tried your game yet I think.. :(
How big is the file? I might be able to *temporarily* put it on my server (my host frowns upon it though)
Looking great! (And coming out of nowhere :D )
I can't download it though (invalid file error).. could you please check that?
That would be awesome. I mean, even basic questions would do the trick, like 'what class do you use in Gosu to create images', etc.
Great idea, deps.
Well, I do think '?' has a point..
I mean, it is true that Erectile Function Age 38. Moreover, Dysfunction Erectile Erection has indeed Husband Smoker Impotent Impotence.
And ofcourse, one can not forget that Male Enhancement Devices.. You have some good arguments, '?' .. Can I have your email address?
lol.. .. Should we report! or is the forum small enough for Julian to find it himself?
P.S. I do not agree with your reasoning that Desalination Evaporator Erection. This is not a fact.
No, you don't have to look in to OpenGL anymore. You can simply use my snippet:
A demo in the form of a textbox
hereEdit: Oh wait, instead of using @position, maybe I should have just increased/decreased Viewport#oy
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