Title: nIrium 008
Description: Release 2
Neken - July 27, 2005 06:04 AM (GMT)
nIrium 008 - release : 002RPG ProjectRe-started
Old Screenshot :

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Matrix Man ProjectNot Yet Started
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3D ProjectNot Yet Started
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Imager v0.20- Pixel Editor
- Sprite Creator
- TileSet Creator
- Texture Creator
- Preference Dialog
- Small extension bug

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Mapper v0.10--------------------------------------------------
Common Controls :
F1 Switches between games/programs
F4 FullScreen
Download link :
[230kb]
nIrium
C-Man - July 27, 2005 07:44 AM (GMT)
40 - 101 fps
Celeron 700MHz
Geforce2 MX400
Consumed - July 27, 2005 08:01 AM (GMT)
~15 FPS
735MHz Pentium 3
16MB SiS card (I know it sux but for some reason my 32MB nvidia gave me 1FPS so w/e...)
768MB RAM
Looks pretty good.
C-Man - July 27, 2005 09:38 AM (GMT)
way to much teritory visible IMO
i'd do it a 32x32 pixel 10x8 or 20x16 at max full scrolling
Viper - July 27, 2005 11:38 AM (GMT)
30-60
Intel Pentium 4 2.53 GHz
ATI Mobility Radeon 9000 64 mB
512 (reported as 509) mB RAM
1400x1050
Neken - July 27, 2005 05:48 PM (GMT)
| QUOTE (C-Man @ Jul 27 2005, 09:38 AM) |
way to much teritory visible IMO i'd do it a 32x32 pixel 10x8 or 20x16 at max full scrolling |
Yeah, i know, I just took this for testing.
In a real snes rpg, it's in 320x240, 16x16 tiles.
C-Man - July 27, 2005 05:53 PM (GMT)
because SNES has dedicated graphics hardware that handles 16x16 by default
you don't have that in a PC :(
Neken - July 27, 2005 06:04 PM (GMT)
Yeah, but i really want to do a snes style rpg :P
oh, and i was wrong, it's in 256 x 224 (at least, ff2 is :P)
lol, even with this resolution, the game shows 224 tiles at the same time.
in my demo, there is 1200 tiles shown :P, plus the character.
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Oh, and guys, take your fps in fullscreen, it's alot more stable, and the resolution is 640x480, which will run faster.
C-Man - July 27, 2005 06:13 PM (GMT)
if i recall correctly SNES has 2 video modes
you could do 32x32 tiles at 640x480
Neken - July 27, 2005 06:26 PM (GMT)
I think Donkey Kong use it.
I'm doing a 320x240 scrollable version. Im pratically done, but i must go watch some stargates.
C-Man - July 27, 2005 06:36 PM (GMT)
oooh stargate . i love startgate :D
Neken - July 27, 2005 08:53 PM (GMT)
I've uploaded the scrollable 320x240 version :P
hope u enjoy it :P
But i seems to have a problem. I can't delete the folder "ressources" after i close the program :S do u know what could do this ?
It seems that it does it only when i unzip it on the desktop :S
Nintendofreak88 - July 27, 2005 09:05 PM (GMT)
Hmm, i could delete the folder fine. I get 59 fps constantly (never changed, even when i went to fullscreen)... Stats:
Intel Pentium 4 2.8ghz with Hyper Threading
128mb Ati Radeon 9700 Mobility
512mb ram
Screen res 1680x1050 (16:10 ratio)
Neken - July 27, 2005 09:35 PM (GMT)
I need to find the way to remove the lock on refresh rate thing.
This is why you can't go upper that your refresh rate (60hz).
Do one of your guys know which one should i use in this :
| CODE |
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; //or D3DPRESENT_INTERVAL_DEFAULT or D3DPRESENT_INTERVAL_IMMEDIATE |
Neken - July 27, 2005 09:42 PM (GMT)
Alright, i fixed it, you should try again NintendoFreak.
C-Man - July 28, 2005 06:57 AM (GMT)
180 - 250 windowed , 200 - 300 fullscreen
Tough it intearfears with other tasks , you should make it timer based 60fps
Viper - July 28, 2005 07:23 AM (GMT)
350-600 windowed (Maximized).
The guy moves too fast tho, and it also won't help. Your fps won't show any higher than the refresh rate on the screen, even if it shows higher. You know :P
tubapro12 - July 28, 2005 07:25 AM (GMT)
200-300 windowed, 200-430 fullscreen
Pentium 4 1.6GHz
NVIDIA GeForce MX 100/200 32MB
512 MB RAM
Neken - July 28, 2005 01:10 PM (GMT)
| QUOTE (Viper @ Jul 28 2005, 07:23 AM) |
350-600 windowed (Maximized). The guy moves too fast tho, and it also won't help. Your fps won't show any higher than the refresh rate on the screen, even if it shows higher. You know :P |
Yeah, but the purpose of fps testing is to see how much your computer can handle. The maximum of frames he can input in a second. If your computer can do up to 300, it only means that he'll run smoothly at 60 (when i'll enable the 60-fps-locker) and that i can also add effects/details/etc.
I started yesterday my TileMap Creator 1.00, i should finish it soon.
C-Man - July 28, 2005 01:56 PM (GMT)
will this be singleplayer ?
Neken - July 28, 2005 02:05 PM (GMT)
Yeah. It's my first game made in c++, i don't want something complicated, and, i really, really want to do a snes style rpg game :P
I've pratically finished the TileMap Creator, just fixing the save as box and uploading :D
C-Man - July 28, 2005 02:46 PM (GMT)
me and some guys thinking of starting a SNES style online rpg
Neken - July 28, 2005 03:00 PM (GMT)
Gime a minute, i want you to test out my tilemap creator :)
i'm kinda proud of it :)
Neken - July 28, 2005 03:07 PM (GMT)
Alright, i've finished the hard work !!!
I just need to do the open button, some other nice options, and v1.00 is finished !! (check out the first page to download)
Oh, and to C-Man demand, i've put the 60 frame-limiter :P
Now, i think i'll take a break :P
C-Man - July 28, 2005 03:40 PM (GMT)
Neken - July 28, 2005 04:02 PM (GMT)
What does mmmm means !? ;)
C-Man - July 28, 2005 04:43 PM (GMT)
nothing special
as in mmmm beer (homer)
Neken - July 28, 2005 04:56 PM (GMT)
What do you think of it ?
Personnally, i think i'm really in fire these days, i just made this in about 8 hours :S
C-Man - July 28, 2005 05:35 PM (GMT)
it's ok but has a bug when you click cancel
Neken - July 28, 2005 06:20 PM (GMT)
Fixed it before you posted this :P
C-Man - July 28, 2005 07:33 PM (GMT)
Neken - July 29, 2005 12:45 AM (GMT)
I need some help with something.
My program is made entirely in directx, but i need to find a way that the user can input numbers and words in, well, hand-made directx-based boxes. Does someone know how to retrieve a keyboard stream of characters/numbers ?
donprogc++ - July 29, 2005 04:06 AM (GMT)
C-Man - July 29, 2005 07:31 AM (GMT)
Neken - July 29, 2005 01:33 PM (GMT)
C-Man, could u give a little more details ;)
I mean, i've set the keyboard in directx and all, there's no prob with that.
The only prob is that i don't really know how to make the user input strings. The only methods i have in my class for input is this :
char m_KeyBuffer[256];
bool KeyPress(char Num);
bool nInput::KeyPress(char Num)
{
return ((m_KeyBuffer[Num] & 0x80) ? true : false);
}
where i could use as this :
kInput.KeyPress(DIK_A); for exemple.
i would need a function that does the contrary, like this :
char a = kInput.KeyPress();
char KeyPress();
the prob, i don't know if DIK_A for exemple, is the A character in ascii.
DIK_A is #defined as 0x1E, so it's 30.
DIK_B is #defined as 0x30, so it's 48;
Well, now i'm fucked.
C-Man - July 29, 2005 01:56 PM (GMT)
fill a buffer on every keypress
pseudocode :
| CODE |
onKeyPress (int key) { if ( keys [KEY_SHIFT] || flags & CAPS_LOCKED ) buffer [index++] = to_upper_case (key); else buffer [index++] = to_lower_case (key); }
|
Neken - July 29, 2005 05:17 PM (GMT)
Yeah, but the problem is that DIK_A ISN'T the A ascii code.
I would need to do a whole table of convertions :S
C-Man - July 29, 2005 05:22 PM (GMT)
just do a map
| CODE |
char ConvertionTable [] = "\0\0\0 ... \0\0ABCD ... "; buffer [index++] = ConvertionTable [DIK_A];
|
Neken - July 29, 2005 06:30 PM (GMT)
Whoa, you're right, i've never thaugh of this technique before. Thanks !
By the way, i've uploaded a new version, MUCH better than the last one.
Neken - July 29, 2005 06:45 PM (GMT)
Oh, and C-Man, do you know how to gain a list of all the files in a folder ? I just need the name of the file, not the path or anything else.
Since OPENFILENAME isn't really good, (in fullscreen, sometime it appears below the window, and the path isn't even used), i would do a list of all the files and make my own save/open pattern.