Search results

  1. C

    New Member - New Game

    That or grab the source and pop in SDL_KEYDOWN for the numeric keypad representing the joypad. Then compile for win or linux :) On the keypad idea I'm planning a java version as it would work quite handily on a phone keypad :D Chimpoid
  2. C

    New Member - New Game

    Version 1.0 is ready, fixed the gameplay bug that was causing it to fail on "play again" Source code updated as well. Both are available here Whacky Penguin v1.0 Thanks Chimpoid
  3. C

    New Member - New Game

    Yay, it's nearly ready :D Blood has been removed (my 4 year old beta tester said it was sad that the penguins would be gone for good) Replaced them with a pop. All working except for "play again". It locks up. Currently I just quit and then restart. I will address that tomorrow evening...
  4. C

    Beginner Programmer Lol

    Hi there, I'm a first timer too, feel free to grab the source for my first game from Whacky Penguin It's pieced together from tutorials and lots of poking at it to see how it works. It's almost finshed but it mostly playable. The code is not going to be great to learn from but it will...
  5. C

    New Member - New Game

    Sound Effects - Done Timer - Done (60 shots to score what you can) Scoring - sorted. Witty feedback - Done (Less than 50% or > 50%) Credits - Done Will pack an update once I get the kids in bed :) Chimpoid
  6. C

    New Member - New Game

    Sorted out a few problems (with a lot of help from the Dev forum) Things are slowly takign shape. Updated WIP on the site. Updated Whacky Penguin Feedback welcome on the current state. Chimpoid
  7. C

    C Elegance

    Stupid me, I linked the updated version on the site to the old executable. Finished converting everything back to bitmaps and added some scoring etc. Working well now once I tidy up the gameplay and set the speed up. Now I can get back onto doing the death animations and then some sound...
  8. C

    C Elegance

    Hah, I actually did laugh out loud. No amount of fancy compression stuff is going to make a stitch of difference once it's decoded and loaded into memory is it? How the hell did I manage to miss that one? Once again it appears obvious in hindsight but it never once crossed my mind to think in...
  9. C

    C Elegance

    Rixor, BMP can be high colour as well but the filesize was scaring me. I did some checks and saw that PNG was 51kb, BMP was 227kb. After seeing that, I switched to indexed color bitmaps and got 77kb or 43kb using RLE. I think I am making the mistake of worrying about loading too much into...
  10. C

    C Elegance

    The switch to png with alpha was in order to allow for a higher number of colours and prevent some of the dithering in the images. It seems in retrospect that this was hardly an issue and I may have taken a bad route when attempting to prevent something that is not that noticeable. In part the...
  11. C

    C Elegance

    Yeah, I made that mistake when I first started, flipping each layer. caused huge flickering until it dawned on me that flip MUST be called only once all the layers have been blitted. The source is available (see sig.) so feel free to have a root about and see how I am working it at the moment...
  12. C

    C Elegance

    Radek: Aaah. So the total size of the image will impact on memory when blitted with alpha? A 320*240 image with a 1px line of alpha at the top would take far more memory (processing time I mean) than 2 images. One 2*240 with alpha and another 318*240 without alpha? That might help streamline it...
  13. C

    C Elegance

    Yeah, I'm moving from PHP/Actionscript, Lingo etc into C so I am full of bad habits <_< The penguin class has a function to draw each instance of penguin CPenguin::drawme() or something I called it. The problem is that although drawing is handled nicely by the class I have to blit the each...
  14. C

    C Elegance

    Hi all, I'm plowing on with my first game/c++ project and have noticed that since switching from using bitmaps with a colorkey to alpha keyed .png files there has been a small dent made in performance. To cover the basic layout of the current rendering stuff. It's a bit like this...
  15. C

    Favourite Racing Game On Gp2x?

    Half an hour of Road Rash before bed each night.
  16. C

    GP32 Does The Gp2x Support C++?

    Yes, it does, a lot of the code for my game is class based. Chimpoid
  17. C

    Another Sdl_image Compile Problem

    garhol@ubuntu:~/gpdev/whack$ make /usr/local/devkitPro/devkitGP2X/bin/arm-linux-g++ -static -o whack.gpe main.o `/usr/local/devkitPro/devkitGP2X/bin/arm-linux-sdl-config --libs` -lSDLmain -lSDL_image -lpng12 -ljpeg -lz -lc -lm -lgcc -lSDL_mixer -lvorbisidec -lmikmod -lSDL -lpthread...
  18. C

    Another Sdl_image Compile Problem

    Just finshed a complete reinstall with threebots libs. I tried adding -lpng and -ljpeg to the start of the static definition and it game me garhol@ubuntu:~/gpdev/whack$ make /usr/local/devkitPro/devkitGP2X/bin/arm-linux-g++ -static -o whack.gpe main.o...
  19. C

    Another Sdl_image Compile Problem

    Ran the script to install the toolchain and it locked up and cooked my filesystem :) Compiling from a standard makefile as follows CROSS_COMPILE = /usr/local/devkitPro/devkitGP2X/bin/arm-linux- SDL_BASE = /usr/local/devkitPro/devkitGP2X/bin/arm-linux- LDFLAGS = -static CC = $(CROSS_COMPILE)gcc...
  20. C

    Another Sdl_image Compile Problem

    Bah, nothing :( Might try and remove the dev environment altogther and re-install. I'm sure my monkeying about is causing 95% of the problems. Chimpoid
Back
Top