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masterbooda
Swordmaster

277 Posts

Posted - Oct 16 2004 :  3:54:46 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
I never messed with the stencil buffer, nor does the dabooda engine use it, unless by chance it is used automatically by DX8, which I doubt... this will warrant investigation... I will be digging into the code, I know there is a way to get this thing to run on these lower end video cards... maybe... now DaBooda is 2d, but DX8 is fully 3d... any ideas on turning off or bypassing anything that maybe these cards can't run... ballistiks idea is a good one... but I am going to have to do some digging...

Oh ballistik, I did solve the dilemma in that program, and will be sending it to you... I had to bypass the Bullet array though, and used strictly the engine to manipulate the bullets... I commented the changes real well... hope you can go from there...

DaBooda out...




DaBooda Team is back: http://dabooda.789mb.com/
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masterbooda
Swordmaster

277 Posts

Posted - Oct 16 2004 :  3:56:38 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
Or even better maybe one of you could point me to some code that does work on your cards with DX8 and I can maybe learn something from there... that would be the best bet... can you run any of jack hoxley's demo tutorials?

DaBooda out...

DaBooda Team is back: http://dabooda.789mb.com/
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ballistik
Moderator

72 Posts

Posted - Oct 16 2004 :  5:00:40 PM  Show Profile  Reply with Quote
Appreciate it Booda...

I'll try to run some of his demo's on my laptop and see if they work...

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ballistik
Moderator

72 Posts

Posted - Oct 16 2004 :  5:18:56 PM  Show Profile  Reply with Quote
I've found that all of his 2D tutorials work on my laptop wonderfully. I haven't tested any 3D ones yet. Hope that helps.

Edit:
His DirectX 8 tutorials... 1 - 4 all work.

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Edited by - ballistik on Oct 16 2004 5:22:59 PM
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reindeer horns
Neophyte

Finland
9 Posts

Posted - Oct 19 2004 :  09:09:35 AM  Show Profile  Reply with Quote
Hi all!

First of all, I want to thank masterbooda and others for making this great engine! I just discovered it a couple of days ago and it looks extremely impressive!

While I am definately going to look deeper into the engine any day now when I have some time, I was wondering if any of you could comment about using Dabooda for a turn based strategy game (like Advance Wars).

I plan on using a multilayered tilemap (one for terrain, other for units, third for command arrows and such, etc) and perhaps hex tiles (instead of rectangles). Will these cause problems for Dabooda? Will a multilayered map be too slow? Will hex tiles work (positioning them by hand too slow, what about mouse click detection on naturally overlapping hex tiles)? What about making the entire IDE in Dabooda, any problems (running out of video memory, getting too slow when IDE is drawn above the tiles every frame etc?)?

As there is no need to redraw the entire map by every single frame, GDI API with a number of buffer bitmaps could do just fine. But Dabooda could offer some nice graphical effects, make a lot of things easier and offer all kinds of new possibilities.

Any ideas, comments?
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Sion
Warrior

Denmark
138 Posts

Posted - Oct 19 2004 :  11:45:28 AM  Show Profile  Visit Sion's Homepage  Click to see Sion's MSN Messenger address  Reply with Quote
quote:
Originally posted by reindeer horns
I plan on using a multilayered tilemap (one for terrain, other for units, third for command arrows and such, etc) and perhaps hex tiles (instead of rectangles). Will these cause problems for Dabooda?


Possibly yes. I have experimented a bit with using isometric tiles in maps with DaBooda's engine, and I've run into a minor problem with that.
Isometric tiles, unlike normal retangular tiles, have to "overlap" in order for the tile-graphic to form a seemless map texture. Pretty complicated to explain, try looking at my fantastic ASCII drawing below for help in understanding.

  
Normal tile:           Isometric tile:  
  
--------               --------------  
|xxxxxx|               |     xx     |  
|xxxxxx|               |  xxxxxxxx  |  
|xxxxxx|               |xxxxxxxxxxxx|  
--------               |  xxxxxxxx  |  
                       |     xx     |  
                       --------------  
  

x is the tile's graphic

The four corner of the isometric tiles most overlap to aviod having spaces between the tile graphic. Having the tiles overlapping in a texture map caused the tiles to be distorted in a very strange manner. Try downloading the isometric example program I made:

Download Attachment: Isometric test.zip
493.27 KB?

In the program, the tiles are working like they should. That's because I'm using two different map layers to avoid the tiles from overlapping.
To see the effects of the distortion try commenting out the line SetUpGrass 4, App.Path & "\map.txt" (roughly a page from the top) and un-commenting the two comments in the SetUpGrass-method.

You might be able to learn something from this example as well :)

quote:
Will hex tiles work (positioning them by hand too slow, what about mouse click detection on naturally overlapping hex tiles)? What about making the entire IDE in Dabooda, any problems (running out of video memory, getting too slow when IDE is drawn above the tiles every frame etc?)?

Hex tiles will work... if you can figure out the coding behind them, that is
You can find lots of informative articles here: http://www.gamedev.net/reference/list.asp?categoryid=44. There's a few concerning hexagonal tile maps that should help you out.

You are not likely to run out of video memory, so just go crazy with whatever you may what to do.

Glad you're appreciating DaBooda's engine. Feel free to ask any questions you might have


Visit my personal blog at www.AndersNissen.com!
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reindeer horns
Neophyte

Finland
9 Posts

Posted - Oct 19 2004 :  4:58:55 PM  Show Profile  Reply with Quote
Hi there Sion and thanks for your example!

I guess the overlapping problem would be worse with hexes, as there would be more tiles overlapping each other.

I tested your example, both with and without the fix, and it indeed did behave in a strange way. I'm not yet so familiar with DaBooda to learn too much from your code, but I will look at it again after I have become more familiar with the syntax.

BTW I visited your site and it sure was fun over there! AMIS sounds interesting. I am planning to implement A* in my future game as well. What's "synsfelt" in English? I don't speak Danish and my Swedish sucks! :)
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Sion
Warrior

Denmark
138 Posts

Posted - Oct 19 2004 :  5:15:23 PM  Show Profile  Visit Sion's Homepage  Click to see Sion's MSN Messenger address  Reply with Quote
quote:
Originally posted by reindeer horns
I'm not yet so familiar with DaBooda to learn too much from your code, but I will look at it again after I have become more familiar with the syntax.

Not familiar with the engine ehh? You should head over to http://www.dabooda-engine.tk/ and download the examples and tutorials from version 1.3 and 1.4 and experiment with them, and look at the help-files - that'll be sure to teach you a lot!

quote:
BTW I visited your site and it sure was fun over there! AMIS sounds interesting. I am planning to implement A* in my future game as well. What's "synsfelt" in English? I don't speak Danish and my Swedish sucks! :)

"Synsfelt" is what you're able to see. I've called in "field of view" on the game's site (http://www.icysoft.dk/upload/blandet/index.asp).

Visit my personal blog at www.AndersNissen.com!
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reindeer horns
Neophyte

Finland
9 Posts

Posted - Oct 19 2004 :  6:47:05 PM  Show Profile  Reply with Quote
quote:
Originally posted by Sion
<br>
Not familiar with the engine ehh? You should head over to http://www.dabooda-engine.tk/ and download the examples and tutorials from version 1.3 and 1.4 and experiment with them, and look at the help-files - that'll be sure to teach you a lot!


I just discovered DaBooda a couple of days ago! If I am not mistaken, I discovered it yesterday, downloaded the examples and tutorials and browsed thru them!

I looked deeper into your Isometric Example and modified it to make a simple non-isometric tile thing. I learned a lot by doing this, so thanks again for your example.

Currently I am trying to figure out how to use submaps. Each requires a texture of its own, into which I should paint the map with CopyRegion like in your example? How do I setup the submaps so that they are rendered?

OK, now I am off to read the tutorials.

Edited by - reindeer horns on Oct 19 2004 6:49:05 PM
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Sion
Warrior

Denmark
138 Posts

Posted - Oct 20 2004 :  05:58:54 AM  Show Profile  Visit Sion's Homepage  Click to see Sion's MSN Messenger address  Reply with Quote
quote:
Originally posted by reindeer horns
Currently I am trying to figure out how to use submaps. Each requires a texture of its own, into which I should paint the map with CopyRegion like in your example? How do I setup the submaps so that they are rendered?


Try looking at page 10 of this forum thread. I've posted an example of how to make a 4x4 submap scrolling game using automove and borders. Oh well, I'll post it here as well.

Download Attachment: 200491593438_Scrolling game test.zip (containes resources and the old source)

Download Attachment: 2004915142639_Scrolling game test.zip (contains the updated source)

Other than that I very much recommend that you look at the tutorials included with version 1.3 of the engine (they should also work in version 1.4). There are some great examples of how to setup and use the submaps and automove features. Check them out.

Visit my personal blog at www.AndersNissen.com!
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VBBR
Moderator

Brazil
617 Posts

Posted - Oct 20 2004 :  11:05:17 AM  Show Profile  Reply with Quote
Hey, maybe one of you has an idea for a VERY simple 2D game (preferably puzzle with simple graphics that can be created by a not-well-gifted-artistically programmer like me) that I can create just to test the features of DBT? I'm itching to use it but I'm completely out of ideas. (lots of ideas for 3D games, though )

Whatever. Who knows...
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ballistik
Moderator

72 Posts

Posted - Oct 20 2004 :  12:06:45 PM  Show Profile  Reply with Quote
Pong?

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Sion
Warrior

Denmark
138 Posts

Posted - Oct 20 2004 :  12:34:10 PM  Show Profile  Visit Sion's Homepage  Click to see Sion's MSN Messenger address  Reply with Quote
Think Nintendo, think Sega, think GameBoy and think Commondore 64. They have loads of fairly simple games with tons of gameplay! You could pick one of the types of game to those consoles.

Visit my personal blog at www.AndersNissen.com!
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Iodiplin
Knave

USA
67 Posts

Posted - Oct 20 2004 :  12:47:31 PM  Show Profile  Reply with Quote
Tetris? Mega Man? Mega Tetris Man!!!

There you go...simple as that.

P.S. DaBooda has never worked on my system. So you might want to take into accound that it doesn't work on everything. MY engine works just fine (uses DX8 as well); I'm not sure what's going on with DB.

Environment Makes All the Difference.

Edited by - Iodiplin on Oct 20 2004 12:50:10 PM
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VBBR
Moderator

Brazil
617 Posts

Posted - Oct 20 2004 :  12:49:15 PM  Show Profile  Reply with Quote
Guess I'll dig on my old Genesis games (and try to remember some of the NES that I no longer have).

Hey I just remebered of a great NES game...!!! Guess I could borrow the graphics using an emulator... (read: BORROW just for development...)

Whatever. Who knows...
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