Release Bobobot


Loic2003

Member
Joined
May 29, 2013
Messages
52
Age
20
Location
France, near Lyon, Villefontaine
Here is bobobot.
 
A screenshot: 
preview4.png

 
History log:
==========
v0.0.preview3: build 2:

  • Added real fullscreen  :eek:   ^_^
v0.0.preview3: build 1:

  • Initial release.
  • No real fullscreen  :unsure:   :( ...
 
Last edited by a moderator:
Just some precisions: the game is X11 based, not SDL, so no easy way to enlarge the screen. If anyone has an easy solution, don't hesitate to post some advices.
 
You could use gles. Render to texture then stretch the surface over the whole screen.
 
Last edited by a moderator:
Well, I went for an "easy" solution. The main difficulty here is to handle the Pixmap. How to export Pixmap to something else?

Each tile is 32x32 pixel, and the screen is composed by a 10x8 => 320*256.

A simple *2 means some cut pixels also in the height.

So the solution is to use an intermediate Pixmap where you double the Width, the you double the Height (or almost double to avoid missing part) to the final Window.

The code is:


void drawdouble(Pixmap pix)
{
  int i;
  //create a new pixmap widtx2*heigth
  for (i=0; i<WIDTH; i++) {
    XCopyArea(display, pix, backdouble, whitegc, i, 0, 1, HEIGHT, i*2, 0);
    XCopyArea(display, pix, backdouble, whitegc, i, 0, 1, HEIGHT, i*2+1, 0);
  }
  // now double width when blitting to the screen
  int j = 0;
  for (i=0; i<HEIGHT; i++) {
    XCopyArea(display, backdouble, window, whitegc, 0, i, WIDTH*2, 1, 80, j++);
    if (i%8!=0) XCopyArea(display, backdouble, window, whitegc, 0, i, WIDTH*2, 1, 80, j++);
//    if ((j>16) && (j<464)) XCopyArea(display, backdouble, window, whitegc, 0, i, WIDTH*2, 1, 80, j++);
  }
}


I will let Loic finish now, and check that all screens goes through the drawdouble function and publish a v2.
 
Last edited by a moderator:
I need tiles with a size of 32x32...
Bah :(

These are 64x64, and the collision edges go through the middles of the tiles. ( I did it like that to avoid the problem where the top surfaces of every tile are dead flat and it looks silly.)
 
I need tiles with a size of 32x32...
Bah :(

These are 64x64, and the collision edges go through the middles of the tiles. ( I did it like that to avoid the problem where the top surfaces of every tile are dead flat and it looks silly.)
Where are the tiles ? If you've started a topic, could you show the link ?

I can try...
 
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