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Game Maker's New Logo


OverbounD

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Well, much better than the old one, and the font dont suck at all... just that "k" that seems an "R".

And the cog...it's slightly deformed but I think it fits with the style of the logo.

It could be better, but I'm pleased too.

PD Also, after the fail logo, every logo seems better :D

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But black on white is much better for my eyes.

Well, I don't keep the lights on, so at night, black on white is similar to looking "at a light bulb."

Offtopic: I haven't worked much with collisions, but I'd recommend looking at this is you already haven't: http://lazyfoo.net/SDL_tutorials/lesson18/index.php .

I need to start looking into that shit though, if I ever plan on developing a Sonic fan game. But who the hell around here would want to play that?

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Well, I don't keep the lights on, so at night, black on white is similar to looking "at a light bulb."

Offtopic: I haven't worked much with collisions, but I'd recommend looking at this is you already haven't: http://lazyfoo.net/SDL_tutorials/lesson18/index.php .

I need to start looking into that shit though, if I ever plan on developing a Sonic fan game. But who the hell around here would want to play that?

Per-pixel collision is probably a bit MUCH for what I want, but that's a great link. Thanks!

Edit: It also took me a day to realise I've been following those tutorials without meaning to. I always Google for sdl tutes and I seem to always manage to find my way to Lazyfoo.

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Per-pixel collision is probably a bit MUCH for what I want, but that's a great link. Thanks!

Edit: It also took me a day to realise I've been following those tutorials without meaning to. I always Google for sdl tutes and I seem to always manage to find my way to Lazyfoo.

http://sslaxx.twu.net/SDLCollide.zip is some collision detection library I found a while back. Had to fix it up to get working with GCC 4.4.x.

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http://sslaxx.twu.net/SDLCollide.zip is some collision detection library I found a while back. Had to fix it up to get working with GCC 4.4.x.

I'll check that out when I get a chance. For now, I created an Entity class with a 3D vector for position and updating those objects and updating the surfaces using the position x and y coords.

entity.h

class Entity
{
public:
    Entity();
    ~Entity();

    Vector3 GetPos() const;
    void SetPos(const Vector3 pos);

private:
   Vector3 position;
};

app.h

Entity hero = new Entity;
hero->SetPos( /* wherever */ );
SDL_BlitSurface( heroSurf, NULL, screen, &destRect );

Like, similar to that. Then create a bounding box (using SDL_Rect) and basically use an early-out to check the sides. Like, if the left of rect x is greater than the right of rect y, it can't possibly be overlapping on the horizontal. etc etc

Dunno if it's the best way but it's how I did my (terrible) breakout clone in my school game programming framework.

Edit: there's obviously more to it, but yeah. Soon as I get something working (ie: an actual level perhaps) I'm planning on releasing the source for people to scrutinize and help me improve.

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