June 26, 2019, 08:17:23 PM

Author Topic: Crazy Caves  (Read 3879 times)

Offline Derron

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Re: Crazy Caves
« Reply #120 on: March 27, 2019, 06:14:44 PM »
As the spacing between the lines differs (just count the blue lines between the text lines) he might have been adjusting stuff to make it fit.

Regardless of that: just add a "next" button and say "hello multipage text". Or add some fancy blocky text scroller.


No need to remove words squeezed out of fairy sweat drops during many night coding hours.

Bye
Ron

Offline Steve Elliott

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Re: Crazy Caves
« Reply #121 on: March 27, 2019, 06:35:26 PM »
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As the spacing between the lines differs

No it doesn't, well it shouldn't.  That font has some blue shadow/3d-type effect on a (same) blue coloured textured background so maybe that's what you're seeing.

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Regardless of that: just add a "next" button and say "hello multipage text". Or add some fancy blocky text scroller.

No need to remove words squeezed out of fairy sweat drops during many night coding hours.

Which would mean extra coding now wouldn't it?  Time I don't have.

The words haven't been sacrificed, they describe exactly the outline of the game quite nicely.


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Offline Derron

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Re: Crazy Caves
« Reply #122 on: March 27, 2019, 06:57:06 PM »


The line spacing alternates between 9 and 11 pixels (9, 11, 9, 11, ...)


bye
Ron

Offline Steve Elliott

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Re: Crazy Caves
« Reply #123 on: March 27, 2019, 06:59:22 PM »
That's strange, I'll take another look at my code, thanks.

Nope code is ok, each line is 37 pixels apart (or should be).  Maybe AGK would prefer 38  ;)
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Offline Derron

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Re: Crazy Caves
« Reply #124 on: March 27, 2019, 07:05:11 PM »
@ extra coding
"if MouseManager.IsHit(1) and new TRectangle.Init(nextX,nextY,nextW,nextH).Contains(MouseManager.currentPos) then page = page mod pageCount + 1"
and somewhere else
"if page = 1 then font.DrawBlock(page1Text, x,y,w,h)"
"if page = 2 then font.DrawBlock(page2Text, x,y,w,h)"

Does not seem to be so much code :-)


bye
Ron

Offline Steve Elliott

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Re: Crazy Caves
« Reply #125 on: March 27, 2019, 07:11:42 PM »
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if MouseManager

Derron I'm starting completely from scratch with AGK, I have no engine/written functions to make it easy for me to do these things simply!  That's what I have been doing while I also wrote the game.  Plus I was rushing to meet a deadline, hitting a damn enter key was the quickest fix.

Anyway I'm not rushing anymore, because I'm out of the competition so can produce any code I want to enable me to write games much quicker with a series of routines.
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Offline Derron

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Re: Crazy Caves
« Reply #126 on: March 27, 2019, 07:17:14 PM »
Of course it is good to have framework code built up "here and there". I am pretty sure AGK offers some convenience functionality ("x,y is within a rectangle x,y,w,h") but as I never used it I am not aware of such things.

Nonetheless: some people here enjoy writing "prototype code" (code until it works, not looking back) and there such simple "was clicked within a region" things are often a matter of writing a line - and copy pasting + adjusting it for the other clickable elements on a single screen. And as this seems to work - why not do that here and where. Especially if you do not plan to improve the game afterwards ("fire and forget").



Do not feel offended by my post about "takes only 3 lines of code" I just wanted to make a little shoulder jostling :-)


bye
Ron

Offline Steve Elliott

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Re: Crazy Caves
« Reply #127 on: March 27, 2019, 07:32:48 PM »
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Of course it is good to have framework code built up "here and there". I am pretty sure AGK offers some convenience functionality ("x,y is within a rectangle x,y,w,h") but as I never used it I am not aware of such things.

I'm sure it does, but then you have to go draw a button, position it, look up mouse functions online, code it etc, it was a time saving thing - just hit enter lol.  Every second was required.

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Nonetheless: some people here enjoy writing "prototype code" (code until it works, not looking back)

That is not my style at all (because I want to have some good routines I can use on other projects).  But writing some game routines came later after I prototyped the AGK functions (to see how they worked in practice).  So I basically wrote the game twice! lol.

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Do not feel offended by my post about "takes only 3 lines of code" I just wanted to make a little shoulder jostling :-)

Haha  :P  rushing to complete a deadline you don't need any jostling what-so-ever.  :P

And I haven't wrtitten a completed game in years, so getting everything coming together was a learning curve all over again.
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Offline Steve Elliott

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Re: Crazy Caves
« Reply #128 on: March 30, 2019, 03:50:47 PM »
Aw, jealous of the peeps here uploading their amazing creations for the competition.  Great job guys.   :)

I took a couple of days out when it became clear I wouldn't complete on time, but I'm just going to get back to it this afternoon and get a few more percent done, with a view to release after the competition.  The game runs on PC and Mac very smoothly (which I'm chuffed about) and I'm looking to get a dedicated Linux Box set up the next few days, so will look to get a Linux version out too.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
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Offline Derron

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Re: Crazy Caves
« Reply #129 on: March 30, 2019, 04:01:42 PM »
OpenGL is what you will use on Linux and VirtualBox has a decent OpenGL support.
So in short: install VirtualBox (or maybe Parallels if you are on a Mac) and boot up an Ubuntu 17 there (17 because it is not the newest but also not the oldest one).

Once you have your installation done in the virtual machine you could "easily" move the content of the virtual hard drive on the one of a dedicated linux box.


bye
Ron

Offline Steve Elliott

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Re: Crazy Caves
« Reply #130 on: March 30, 2019, 04:05:45 PM »
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OpenGL is what you will use on Linux and VirtualBox has a decent OpenGL support.

I'm using AGK.   ;D

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Once you have your installation done in the virtual machine you could "easily" move the content of the virtual hard drive on the one of a dedicated linux box.

I'm just going to use my USB Stick Linux boot, then click on Install to a fresh hard drive.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).

Offline Derron

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Re: Crazy Caves
« Reply #131 on: March 30, 2019, 04:17:58 PM »
AGK still relies on something ... and for Linux this is either Vulkan or OpenGL. This is what the emulator of your virtual machine has to support to "emulate/translate" then.

A dedicated box is of course better - if you have the time and enjoy booting up machines instead of "click to resume" :-)
(I know VMs are no guarantee to work on real hardware - and vice versa)

bye
Ron

Offline Steve Elliott

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Re: Crazy Caves
« Reply #132 on: March 30, 2019, 05:54:24 PM »
I've messed around with USB Sticks and external USB Drives, but a dedicated Internal Hard Drive solely for Linux should do the trick.

Qube tells me his competition project works fine using AGK on Linux.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).

Offline Steve Elliott

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Re: Crazy Caves
« Reply #133 on: March 31, 2019, 09:24:28 PM »
Received and fitted my new internal hard drive, installed Linux and AGK to produce a Linux version of the (unfinished) game, to go with the Windows and Mac OS versions.

Linux version now created.   :D
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).