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indielib.com • View topic - Indielib CrossPlatform - Development Thread

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PostPosted: Mon Jun 24, 2013 7:18 pm 
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AxisCalX and Y are int values in entity2d.

User specifies in range 0-1, but are converted to a translation of x and y, hence the int value. See implementation of setHotSpot.

It's fine for me, just see how it works with direct blitting. Anyway I think you should not blit directly inside the spriter entity, but can be refactored later.

Let a manager use the properties accessible in the spriter entity, to calculate the transformations needed, in a way like renderEntities2d in entity2dmanager does. This lets optimizations later on to be added to a group of spriter entities I think.


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PostPosted: Sat Jun 29, 2013 7:17 am 
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PostPosted: Mon Jul 01, 2013 12:12 pm 
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Regarding timer, check how IND_Animation does it. Agree timer should be separate, but we raly in library user to call some API (in a manager presumably) to tell engine to render, same as renderentities2d()

Great work! This will make our engine more awesome!


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PostPosted: Fri Jul 05, 2013 7:20 pm 
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:shock: I have no words!


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PostPosted: Sat Jul 06, 2013 5:08 pm 
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More happiness, since last commit in iossetup branch, I managed to make engine work on iOS simulator :)



All ugly adaptations, fixes etc to make it compile, project setup, SDL workarounds and usual nastiness are solved :)

I've make it work with GL ES 1.1, just to see the same GL code we have (I wrote it thinking on GL ES 1.1 API compatibility). But after some tweaks for the platform, going straight to GL ES 2.0 and shaders :) I don't intend to support iOS earlier than 6.0 nor GL ES 1.1, as all 'modern' iOS devices support 2.0 with no sweat.

Proof:


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PostPosted: Sun Jul 07, 2013 8:54 am 
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Man, that was quick. 0.6 here we come :-D

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PostPosted: Thu Aug 08, 2013 7:48 pm 
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Small update:

Managed to get the spriter animation up and running ( still it isn't using the correct time values ), - but I just wanted to show off :mrgreen:


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PostPosted: Wed Aug 14, 2013 7:36 pm 
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... And made new advanced tutorial link for avanced tutorial 6 Spriter, in the wiki. :) I know that its very early, - the support of Spriter is far from finished.

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PostPosted: Thu Aug 15, 2013 10:57 pm 
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Great! :)


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PostPosted: Sat Aug 17, 2013 5:37 pm 
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Regarding handling the time correctly for Spriter animations, I am thinking that there are 3 possible solutions:

1) Take a delta time as input for the manager in the gameloop.
2) Create an internal timer object as classsobject in the spritermanager class, and let it calculate the deltatime value.
3) Create an internal timer object in each spriterentitiy.

I think that 1 is a very crude way of solving it, 2 incapsulates the code thereby making it stronger, and 3 is simply overkill. I'll think i'll go for solution 2, - DarthMike, what do you think?

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PostPosted: Sun Aug 18, 2013 8:08 am 
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I think solution 2 is the best, in terms of flexibility and correctness.


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PostPosted: Wed Sep 04, 2013 7:08 pm 
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.... moved the timer as we agreed, - now I need to handle looping tweening. etc. - there is still a long way to go :)

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PostPosted: Sun Sep 08, 2013 8:26 pm 
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Deleted the old Spiter branch in github since I have been using the master branch instead :oops:

Anyway, - I have created a new branch "truetype" for truetype support and have committed the engine code + tutorial. Need to clean the code up and setup compile in Xcode. :mrgreen:

What about the empty "Game" folder in github, - it should be removed? :?

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PostPosted: Sun Sep 08, 2013 9:06 pm 
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PostPosted: Mon Sep 09, 2013 4:34 pm 
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