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Society for Archival of Modern Original Content Part II - Mosaic Patchwork (571)

1 Name: Anonymous : 2010-06-30 19:53 (Image: 1000x1000 jpg, 114 kb) [Del]

src/1277952834563.jpg: 1000x1000, 114 kb
Prior threads: http://editthis.info/anon_vn/Drawthread_repository

As the title states, this thread will be used for the archival (and discussion) of old images so that they would not be lost in the ever flowing sands of time.
-----
Image packs for threads 4544467, 4621953, 4665524, 4723811, 4724044, 4782297, 4812401, 4825233, 4881565, 4884975, 4898109, 4949369, 4988953, 5003579, 5029668, 5074716, 5102199, 5172024, 5190074, 5298490, 5439935, and 5463832. (UO: Unknown Origin; RP: Repost; NRP: Non Repost)

C1.Meido (All of the meido images from the threads above~)

http://www.mediafire.com/?2tnzm0untag

OCT.C1.ALL (Everything from the threads above save a couple of images~)
http://www.mediafire.com/?nhzzzlhdyak
http://www.mediafire.com/?yzii2gzjygq
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567 Name: Anonymous : 2010-09-01 21:20 (Image: 1250x1000 png, 1681 kb) [Del]

src/1283401235294.png: 1250x1000, 1681 kb

53/x WhiteLanternRumia.png

568 Name: Anonymous : 2010-09-01 21:23 (Image: 1024x892 png, 457 kb) [Del]

src/1283401384746.png: 1024x892, 457 kb

54/x yakumo.png

Done. Missing images, Mediafire folders, and wrap up from, uh, SAMOC (sorry Z~, but I think that nickname sounds really silly.)

569 Name: Anonymous : 2010-09-07 11:06 (Image: 700x943 png, 340 kb) [Del]

src/1283882781764.png: 700x943, 340 kb

mikocirnos.png

570 Name: Anonymous : 2010-09-07 15:48 [Del]

There are some pics in this thread that aren't posted in /jp/. Where do they come from?

571 Name: Anonymous : 2010-09-07 17:07 [Del]

>>570
Which one are you referring to?

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Joyful Sound Unto the Overlord [Noise] (74)

1 Name: Anonymous : 2010-06-05 19:13 (Image: 717x1000 jpg, 411 kb) [Del]

src/1275790402491.jpg: 717x1000, 411 kb

It's quiet...too quiet.

Let's fill the space. Contribute sounds that you have taken the time to create or capture. It can be a song, a sample, a thought, a poem, a field recording, the sound of your breath while you sleep, anything. It does not have to be good quality. It does not have to make sense. It does not have to be brief. It does not have to have an apparent reason. Just post it.

Then, take it easy and lend an ear to what your fellows have to share.

70 Name: Anonymous : 2010-08-21 08:26 [Del]

Heres some Hellfire mantle, leading into nuclear fusion on acoustic guitar.

http://www.youtube.com/watch?v=pl16g5dLnGI

71 Name: VDZ!!lUAPOB0u : 2010-08-22 12:29 (Image: 600x600 png, 766 kb) [Del]

src/1282505387486.png: 600x600, 766 kb

72 Name: VDZ!!lUAPOB0u : 2010-08-29 14:31 (Image: 180x180 png, 26 kb) [Del]

src/1283117511253.png: 180x180, 26 kb

Weekly dose: http://tindeck.com/listen/hgsg
Another older unreleased track this time (created Jan 17, 2010). I haven't had any inspiration for some time now.

Again an experimental track, very much inspired by Earthbound's Moonside music.

73 Name: Anonymous : 2010-09-04 15:31 [Del]

Locked Girl, Luna Dial acoustic medley.

http://www.youtube.com/watch?v=NLecWQ5jbeY

74 Name: VDZ!!lUAPOB0u : 2010-09-05 12:13 (Image: 300x300 png, 151 kb) [Del]

src/1283714004810.png: 300x300, 151 kb

Weekly dose: http://tindeck.com/listen/ypff
Another older unreleased track. My '2010 Q3' folder is horribly small, and it's already September...

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Short Stories / Poetry (1)

1 Name: Anonymous : 2010-09-02 01:25 (Image: 500x315 jpg, 88 kb) [Del]

src/1283415921875.jpg: 500x315, 88 kb

Use this thread to post any writings that you want to share. The quality doesn't matter, so feel free to contribute.

-----

Cold.

I clutch my left side, gripping it as tightly as my numbed hands allow. Although my ragged jacket blocks the sharp wind, it cannot prevent the coldness from seeping throughout my body.

I gaze upwards. Some of the Sun's light still fills the sky, illuminating the gray clouds characteristic of Winter. The clouds almost seem to be blotting the daylight out of existence while they jostle for space on the expansive canvas. Nonetheless, I can't help but marvel at the beauty of the clouds; how gracefully they intertwine with each other in order to create a magnificent painting.

Something catches my attention out of the corner of my eye, and I look down and to the side. I just barely catch a glimpse of a rat scurrying out from under a garbage bag, probably scared by my presence. I meant no harm to it, but I suppose it's a natural thing for a rat to do.

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Lotus of Edification Touhou Fangame (6)

1 Name: Anonymous : 2010-08-02 11:56 (Image: 968x700 jpg, 645 kb) [Del]

src/1280775383841.jpg: 968x700, 645 kb

Plot: The game focuses on Byakuren and the events that led up to her being sealed away. It will explore how she met up with the characters from UFO, and how her quest for eternal youth brought her to Makai.

Cast: Byakuren, Shinki and friends, the UFO cast, and a few surprises!

Length: At the moment we're planning on a 6 stage game with an extra stage.

Engine: I'll be writing a custom engine most likely, if not I'll just grab something else, depends on my availability. If I do write it, it'll be done in C++, and I may possibly incorporate the v8 javascript engine in for things like menus, bullet patterns, characters, etc. All the rendering will be done in C++ for speed. I picked v8 mostly for performance reasons (v8 runs JS that's compiled into bytecode in a VM, so it's pretty fast), and because it's easy to learn (easy to learn in a day or two, and very close to actionscript, which is well known), but I'm open to suggestions, as I haven't read too much about how well Python or Lua would perform, and doing it all in C++ is also an option. It will be cross-platform (Windows/OSX/Linux), but I may need someone to port it to OSX as I don't have a Mac.

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2 Post deleted by user.

3 Name: Anonymous : 2010-08-18 02:18 [Del]

Post this hear so I can check on it easier: http://github.com/arcanesign/Lotus-of-Edification

Bookmark it, you say? Well, I may not always be at this laptop so it's good to have the link somewhere I can access it easily! Bunbunmaru as a hosting service, so good.

/Bah. Errors at this time of day isn't that out of the ordinary! I remember back in '68 when I was no older than you are now, I made tons of mistakes! Not the type of mistakes you make now, mind you, but real mistakes! Like putting gasoline into a two stroke engine string trimmer when I actually need a gasoline-oil mix! Nowadays, it's cellular phone this, yoohoo mail that. Time's are changing and I don't like it!

4 Name: Anonymous : 2010-08-20 04:27 [Del]

There hasn't been any commit since the initial commit, and the IRC is dead. Can we declare this project dead yet?

5 Name: Anonymous : 2010-08-20 10:16 [Del]

>>4
I've talked to the guy before (privately on IRC) and he is making some progress learning and developing the shooting engine (Blackpyre-Engine). The last update was 2 days ago. Also, remember that he said it would take months to complete a functional engine and well, it hasn't been months yet. Don't lose heart, Anon.

6 Name: Anonymous : 2010-08-20 18:53 [Del]

Whoa, I hadn't seen this!
I might be able to help with something

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Valkyria Chronicles mod for Company Of Heroes (31)

1 Name: Anonymous : 2010-03-29 06:56 [Del]

I've mentioned this in a few threads before, on /general/, /jp/ & /v/, namely, so a few of you may already know what this is all about. Short story long, I'm in the process of making a Valkyria Chronicles mod for Company of Heroes. This is currently a solo project, I can handle most of the shit that needs to be done, so I'm not actively recruiting people to help at present, though if anyone feels like offering help, chances are I won't say no.
The mod will only be MP skirmish to start off with, once that's fully finished a single-player campaign will likely follow.
Also, I'm doing this in vanilla CoH with the 1.71 patch, so if you have OF/ToV installed you're out of luck. There is, however, a way to have vCoH & OF/ToV installed at the same time, which involves registry changes, if memory serves. Google it, if you're interested.

This is intended to be a full conversion mod, so it will consist of the following:

Coding/editing/call it what you will.
Sound.
New maps.
New models.

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27 Name: Anonymous : 2010-04-14 09:18 [Del]

Just did a quick skirmish of the two bruhl maps and vasel. I was actually expecting multiplayer maps as I never play solo. I never played the Valkyria Chronicles although I did watch the anime so I have no clue whether the maps look like the ones in VC. Maps are alright I guess, no problems here. If you could, can you make bruhl outskirts a 8p map? I like how it is really plain and simple

28 Name: Anonymous : 2010-06-06 05:48 [Del]

Myself and the project are still alive, in case anyone was wondering, though I haven't done a great deal of work on it lately. I've been distracted by other stuff, that fucking faggot Real Life in particular. I also started playing Hearts of Iron 2 again, which was a big mistake. Oh well.

I've currently got 2 maps underway, Naggiar Plains I and Ghirlandaio Citadel.
I've done the base/HQ areas and started on the trenches in the Naggiar map, though the base areas look a little bit too clean & organized and the current trenches are a far too simple and boring, so some stuff needs to be changed there.
With the Ghirlandaio map, I decided to merge the front gate area & the citadel itself (2 different maps in VC) into one map, with the Imperials starting inside the citadel, the Gallians starting outside and the citadel wall & gate stretching across the middle of the map. Only the rail tracks and most of the wall/gate are done so far.
I'll post some pics when I get some more done.

29 Name: Anonymous : 2010-07-17 17:29 [Del]

I saw the post you made in the /jp/ OC-thread ages ago, and it's awesome that the project is actually still rolling.

About the art direction.
Now I haven't actually played CoH (I'm definitely going to because of this though), but I think that if you're making a VC mod for it, you should probably go all the way and have the pastel canvas look if it's possible.

30 Name: Anonymous : 2010-07-20 13:39 [Del]

I loved Valkyria Chronicles so much I'm downloading CoH just to try this out. I'll return with feedback later.

31 Name: Anonymous : 2010-07-31 07:34 (Image: 2799x937 jpg, 1403 kb) [Del]

src/1280586843413.jpg: 2799x937, 1403 kb

So, I've just realized it's been nearly two months since I last posted (again), fuck yeah laziness, procrastination and lack of motivation. I really hate myself sometimes.

ANYWAY

Work on Ghirlandaio is coming along, pic attached.
I think I mentioned this before, but Worldbuilder doesn't always render everything correctly/at all from certain angles & long distances, so some things in the map aren't very clear from the screenshot, finer detail like grass & railway tracks, for example.

Most of the outside area is done, just needs some detail added to it so it doesn't look so flat and boring. You might notice the two sets of walls (one earthen, one metal + gate) that are present in the VC map have been omitted here. First reason being scale issues, there isn't that much space for them without convoluting everything in the area, second being I think they'd just needlessly get in the way of the Gallians trying to reach the fortress. The two sets of trenches have also been simplified somewhat. Business as usual apart from that.

The fortress itself is unfinished, there's still several sets of stairs to put in, most of the walls need to finished off & adjusted, and the buildings/sandbags etc.. also need to be thrown in.

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MIDIRips! (9)

1 Name: VDZ!!lUAPOB0u : 2010-07-06 17:31 (Image: 700x612 jpg, 75 kb) [Del]

src/1278462679452.jpg: 700x612, 75 kb

Want to do something with music, but have no musical talent? Or can you already make music, but do you just want to mess around with an easy way to make "remixes"?
(There's a wall of text after this, but don't worry - most of it is optional.)

MIDIRipping is the process of opening a MIDI someone else made in a DAW (such as FL Studio), and modifying it. Artists generally don't consider MIDIRips proper remixing (in fact, sites such as OCRemix immediately refuse any submission if they find out it's a MIDIRip), but it's a very easy way to "remix" tracks. With only a tiny bit of effort, you can make tracks sound completely different.

The obvious question is, of course, how does one make a MIDIRip?
The first step is to obtain a DAW. I uploaded FL Studio 7 to http://www.mediafire.com/?xmnyydqtydi . Then you find a MIDI you want to modify (you can find video game MIDIs at vgmusic.com or just google for MIDIs...maybe we can post good sites in this thread?) and open it in the DAW.

The simplest form of MIDIRipping is simply replacing the instruments.
Example (before): http://www.vgmusic.com/music/console/sega/master/Sonic_Bonus.mid
Example (after): http://www.tindeck.com/listen/xcum

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5 Name: Anonymous : 2010-07-13 12:27 [Del]

>>4

>I don't like this post so I'll just remove it

6 Name: Anonymous : 2010-07-13 19:45 [Del]

Sorry. I didn't mean to get anyone's hopes up. I just thought this thread definitely deserved a reply. I am actually interested, but I will not have the resources to play with this for a while. By a while, I mean indefinitely. I should have originally said, "it will be a long time before I have anything to share."

>>5
I think >>4 was removed because it only contained a sarcastic image reply. Images are discouraged on this board unless they contribute to the project.

7 Name: Anonymous : 2010-07-13 20:37 [Del]

>>6
Nope, images aren't discouraged; do as you please. It's just that our newest mod (笑) is a bit unfamiliar with the leniencies allotted this board. He has been informed so don't worry about any future instances.

8 Name: sage : 2010-07-23 00:42 [Del]

As both a former MIDI sequencer (submitted quite a few to VGmusic) and remixer, I absolutely despise the suggestion. Far too many times have my stuff been stolen, have a few track patch changed, then resubmitted or posted elsewhere by some random bastard claiming full credit on their work. It's fine to use midis as a starting point for remixing, but their's just no artistic merit in doing crap like this.

9 Name: VDZ!!lUAPOB0u : 2010-07-23 05:10 [Del]

>>8
I agree that stealing someone else's work and claiming it as your own is something you shouldn't do, but there's nothing wrong with just messing around with MIDIs, is there?

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Society for Archival of Modern Original Content (541)

1 Name: Anonymous : 2010-03-04 19:13 (Image: 852x772 png, 16 kb) [Del]

src/1267758784493.png: 852x772, 16 kb
Prior threads: link here

As the title states, this thread will be used for the archival (and discussion) of old images so that they would not be lost in the ever flowing sands of time.

537 Name: Anonymous : 2010-06-28 12:05 (Image: 768x1024 jpg, 267 kb) [Del]

src/1277751925129.jpg: 768x1024, 267 kb

30/x

538 Name: Anonymous : 2010-06-28 12:05 (Image: 798x479 png, 14 kb) [Del]

src/1277751947107.png: 798x479, 14 kb

31/x

539 Name: Anonymous : 2010-06-28 12:06 (Image: 214x371 png, 33 kb) [Del]

src/1277751960809.png: 214x371, 33 kb

540 Name: Anonymous : 2010-06-28 12:13 (Image: 927x1200 jpg, 282 kb) [Del]

src/1277752429553.jpg: 927x1200, 282 kb

33/x

R5463832: http://www.mediafire.com/?mciwq0zmz2d

Final update for this thread. It's already 500+ posts and I don't like it! So I'm going to resort and archive everything from the beginning and make it available in thread 2! (Whenever that comes...)

Ah, and I am missing some images, but they're troll reposts. The meido is extremely active. I probably have something else to say, but nothing comes to mind.

-----

http://www.4shared.com/audio/d9KKvnJq/someshittyOC.html (http://tindeck.com/listen/yuqk)

hey a song

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541 Name: Anonymous : 2010-06-30 08:00 [Del]

>Neko's Status: ☑ Told ☐ Not Told

Neko?

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ShootOut (2)

1 Name: VDZ!!lUAPOB0u : 2010-06-18 11:58 (Image: 800x600 png, 340 kb) [Del]

src/1276887532961.png: 800x600, 340 kb

Together with another guy, I made a game for a school project, ShootOut.
It's a two-player online strategy game where players take turns moving and shooting weapons at eachother. Players get to pick three weapons at the start of the game and can get new weapons by walking to special tiles.

The game can be downloaded at http://www.shootout.tk (direct link: http://www.stack.nl/~vdz/shootout/ShootOut.rar )
You can play the game online by connecting to the lobby server, where you'll find opponents to play with (note that due to a bug/omission in the server/client, players who have played a match aren't logged out after finishing their game though).
So, if anyone wants to play, just join the lobby and ask check if anyone's online.

But more than that, I'd like to have feedback on the game. As it was made for a small school project (other people made stuff like checkers or battleship, offline), the scale of the project was a bit too big, and the game was rushed. The game is currently quite unbalanced and is prone to camping, so suggestions on how to adjust the game balance are very welcome. (I myself have been thinking about adding a limit to the amount of weapons one can carry, and to let players pick more weapons at the start.)

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2 Name: VDZ!!lUAPOB0u : 2010-06-18 12:06 [Del]

Known bugs:
-Text can be removed from chat box in both game and lobby (fixed in 1.1)
-Lobby chat is also output to the game chat box
-Players remain in the lobby while and after playing

Vaguely known bugs:
-Sometimes, the opponent's weapons don't display on the first turn.
-Sometimes, the first player is still listed as 'at turn' while the second player is at turn in turn 2 (might be caused by moving before player 2 finishes picking weapons).

My ideas for game balancing:
-Limiting the amount of weapons to 5 or 6 and making players start out with that much.
-Weakening or removing the 'Medicine' weapon.
-Upgrading the Sniper Rifle to deal 25 damage instead of 20.

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【MIXING】 Mix thread 【DEEJAYS/WANNABES】 (3)

1 Name: Anonymous : 2010-06-11 07:02 [Del]

Download link
Recorded length: 56:06
Genre: UK Hardcore, Happy Hardcore
Tracks:
01. P*Light / Makin'Love
02. M-Neko / KDG (UK Hardcore Mix)
03. DJ Noriken / The Seek of Yourself
04. DJ 490 / Cloudy 2010
05. DJ Genki / Something to Time
06. TECHNOSAW / XXXX Frontier
07. kors k / into the night(kors k mix)
08. P*Light vs DJ Noriken / glitters
09. Technosaw / Little More
10. S3RL / Come On Do It
11. LIA / I'm wondering (源屋 Remix)
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2 Name: Anonymous : 2010-06-14 15:12 [Del]

Download link
Recorded length: 01:04:46
Genre: Freeform, Hard NRG
BPM: 162
Tracks:
01. Alabaster / Forgotten Ancient (Remix)
02. Betwixt & Between / Tindaros
03. Substanced / Apocalypse 2010
04. Epyx & Cyrez / Unhola (Guld Remix)
05. Rank 1 / Airwave (Betwixt & Between Remix)
06. Alek Száhala / Maruuk
07. Nomic / The Last Breath
08. Alabaster / Rutile
09. LV.4 / Buster Launcher
10. Carbon Based / Anytime
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3 Name: Anonymous : 2010-06-16 04:35 [Del]

>>2
Great track selection.

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Touhou Terranigma (26)

1 Name: Anonymous : 2010-03-05 16:34 [Del]

For a while now I've had the idea of making a fangame combining Touhou and Terranigma. The basic premise is that Keine, living in an equivalent of Crysta, travels to Gensokyo by the Elder's orders. Instead of helping mankind follow history, she would help Reimu (and Marisa) enact the equivalent of the Windows series games, recovering the cast and landscape from the world-shattering end of the PC-98 era, and all the while being manipulated by Dark Gaia, etc.

This is something that I'm certainly not able to do by myself. I'm no ZUN, so the absolute limit of my talents would be to do the game programming and story writing myself. I wouldn't stand a chance at doing the texturing, spriting, music, sound effects, game design, etc. Honestly I'd rather not even write out the story beyond the outline, since my writing skills aren't great either, nor do I even have most of the bigger details properly thought out. However, right now I'm not asking for help in any of those areas. I've seen way too many projects start up and fail immediately because of lack of direction, no pre-existing base, etc. This isn't even limited to /jp/-esque stuff. Basically, I'd like to have something to show off before asking strangers to commit their time to some project that had nothing to do with.

Then there's the problem that I don't even know how to do that. I've never gone any game programming. I know C and more-or-less C++. However I've never really used any graphical libraries, nor do I know any of the drawing techniques for even the simplest stuff. The one attempt at game programming I have tried resulting in ~30 FPS while doing nothing more than drawing tiles.

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22 Name: Anonymous : 2010-05-03 19:37 [Del]

Ok. I'm giving up on trying to use OpenGL. I finally managed to get the little arrow (a 16x12 image) on the title page to draw using a bound quad. However if I try to use a quad on anything larger than about 32x32, I get absolutely MASSIVE slowdown to the point where I thought the GL code was infinitely looping when trying to draw the 1024x768 splash screen. Then I found out I was actually just getting around 1/32 frames per second and wasn't giving it the necessary half a minute to load. I tried using glDrawPixels as an alternative, but that literally does nothing and won't even give me any kind of error message to say what I'm doing wrong.

There's no way I'm going to be able to write useful OpenGL code just from reading tutorials on the net, even if all I'm trying to do is draw flat images. I don't have the time to properly learn OpenGL, especially not without any prior knowledge of the necessary mathematics. I'm just going to have to stick with using SDL.

23 Name: Anonymous : 2010-05-20 19:32 (Image: 1030x793 png, 119 kb) [Del]

src/1274409127135.png: 1030x793, 119 kb

Still working on this. Here's the updated project for anyone interested.
http://www.mediafire.com/?gljyjlitt4o

Added simple animations (the 'river' is animated now, using 7 frames). Added a second layer of rendering; the topmost tiles of the well are drawn over the player. Added some base code for NPCs, and drawing the characters in order so that they'll "overwrite" a character above them. Added a second map and transitions to or within maps, e.g. for walking through a door. It's all instantaneous, unlike in terranigma where you automatically walk into the door for a second or so before fading out and then fading into the new map. That's a trick to add much later...

And now a question for anyone who has a good answer. What's a good way to store the spritesheet for a character? Tilesheets are simple because they're always the same size, making it simple to stick a bunch of them into a single image file and only select what is necessary. Sprite frames are much more difficult, as they aren't all the same size. The image size will change constantly, as characters are drawn narrower when facing left or right than facing up or down; attack animations extend outward into one (or more) direction; stuff like the dying animations go from "tall and narrow" and "short and fat". And worst of all it looks like Ark's sprite in Terranigma is actually composite, especially for attack animations; there's the main body, the weapon he's holding (and changes color, which is probably just a palette swap), and also his hands. So what's a good way to keep track of all these different-sized images I'm going to need? Just lump them all together in a single sheet like the tiles, and pad them all to the largest dimensions so they're all the same size? Lump them together and store the exact dimensions of each individual segment? Store everything as an individual image in an archive format and use that to separate everything? That's all I've been able to think of myself. I'd think that the last solution would be simple and not too wasteful. I'd appreciate suggestions for this.

24 Name: Anonymous : 2010-05-21 14:39 [Del]

>>23

>Just lump them all together in a single sheet like the tiles, and pad them all to the largest dimensions so they're all the same size?

This seems to be the most straight forward solution, I'm however no expert on this.

25 Name: Anonymous : 2010-06-07 08:56 (Image: 1030x793 png, 120 kb) [Del]

src/1275926168931.png: 1030x793, 120 kb

I decided to go with the archive file approach. I remember looking at Doom's sprites years ago and they all had names; I figure it's easiest to name an individual frame this way, and using a naming convention will make animations easier.

On that note, animations work. Ark in the screenshot flickers between having a magneta background and a white background. I don't know that my implementation is perfect, but it seems to be. I tried asking on Pooshlmer for sample Touhou-related sprite data, but no one seemed interested enough to put the work in. I'll have to use existing sprites to do the real animation tests, which should work fine but won't look as cool.

I finally added dirty rects as well. The title uses a very simple implementation and that brought the FPS up to 60. The game uses a backbuffer that's the size of the entire map, redrawing the tiles or characters as they become dirty, and a portion of it is rendered onto the screen. Despite needing a fairly large surface for this buffer, it doesn't seem to impact performance itself by that much; the 'huge' map doesn't affect the fps much more than the firstmap, despite being much larger. The problem is that I'm fairly certain I know have two backbuffers. I don't need the SDL default one now, but since I'm not explicitly turning it on I don't know how to turn it off. Does anyone with SDL experience know how to disable the software backbuffer, or to properly replace it with the larger custom one?

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26 Name: Anonymous : 2010-06-07 11:26 [Del]

>>25
No clue.

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