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Krankzinnig

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Everything posted by Krankzinnig

  1. I am not trying to advertise the software in this thread. That's why I haven't posted a link. Just asking for artistic critique that's all as this is still a tool I use for writing my Leadwerks games. But if Josh sees fit, it can be moved.
  2. You could use any database software with Leadwerks engine if you are dealing with a networked game. This is a convenient method for dealing with mundane data such as strings for quests, item information and etc. Data that really doesn't change often. These would normally be stored in files on the server or client side. This is all the database plugin for elixir does but fancies it up into a "database". It sets up a server for you and the API easily interfaces it so you can read and write files over the network. The front-end has neat features like a syntax highlighted mini enviornment for hand writing files. You can then "send file to cloud" where its automatically available over your network. You can use MySQL, PostgreSQL, SQLite or whatever you fancy along with Elixir for optimal efficiency. Its all about knowing which data is more static (npc data, map data, quest data and etc) and which are more dynamic (player health, exp, mp and etc), and more importantly how to handle this data differently. However, Elixir does more then this. It will allow you to use png, jpg, tga, dds, bmp, psd, svg (yes fully scalable vector images) and psd right in Leadwerks for your 2D rendering. It features a robust networking class that handles all threading, encryption and messaging for you and a ton of other helpful features all view-able at our website.
  3. I did write my own database system lol. I am now coding an easy tool to interface it. You can then use the API + the tool-set WITH Leadwerks, Ogre, Irrlicht, SDL, OpenGL it does matter. Because Elixir is a largish package that does a lot. So it really does pertain to Leadwerks and any game developer for that matter.
  4. Thanks man! More details about Elixir can be obtained here: http://www.leadwerks.com/werkspace/topic/3264-elixir/page__pid__29951#entry29951
  5. The API is already finished, I am just polishing the UI now. Its all rather completed. Edit: All I have working on for the past two months has been this middle ware library. Completed the API now moving on to the tool-set if that clears anything up. Don't worry about the rest, that's not what I asked for critique on.
  6. Thanks, I would love to post about Elixir, considering it is totally compatible with Leadwerks and most other engines but I am selling it so I don't want to advertise a product on Josh's forum without permission first.
  7. Decided to get away from SQL and write my own database with front end. Just getting critique on the UI for now. Thanks. To clear up any further questions, this ALREADY works. I wrote the whole Elixir API. It includes networking, threading, timing, state management, image loading (in many formats), semaphores, I/O and etc etc. What this tool does is creates global server via my networking classes then uses the I/O classes to effectively work as a database. You can create/edit/manage database files in a syntax highlighted editor all on 1 tool. Example API call: IO objIO; objIO.WriteString("PlayerName", "Krankzinnig"); Note: This is a WIP.
  8. Yeah, the most confusing part is that the same source code works beautifully in my other project. I wanted to port this feature along with many others to a library I can use for my two game titles. Its at this point, when I created a static library that the statemanager stopped working with odd vector issues. So, I scrapped it all out and cleaned my library to try to implement JUST THIS feature. I will let you know soon when I get this done, I can then post more code.
  9. Interesting you mentioned using if(!States.empty()) because that's what I had in the first place. But it kept going into that statement. I guess the real problem is that its not empty in the first place. But still don't know how to fix that, because it should be. Yeah, I have stepped through 100+ times. Its a tool I use multiple times a day. Lately its been on the hour.
  10. BUMP: Completely updated OP
  11. I have a vector which is my stack of game states. When I create the first scene, which is just calling ChangeState, I get the std::length error. I understand what this means but I cannot fix it, I don't know why its happening in the first place. This code is working fine in my other project. But when I tried to port it into a static library I got this error when using the library. Here is where the error gets thrown: void Core::ChangeState(StateManager *State) { if(States.empty() != NULL) { States.back()->Destroy(); States.pop_back(); } // Store and initialize the new state States.push_back(State); // Throws std::length error States.back()->Initialize(); } Here is where I declare the vector. namespace Elixir { class StateManager; class Core { public: void Initialize(); bool Running(); void Destroy(); void ChangeState(StateManager* State); void PushState(StateManager* State); void PopState(StateManager* State); void Events(); void Update(); void Draw(); bool Quit; private: // This is the stack of game states vector<StateManager*> States; }; } Any help would be appreciated. I have reached out to a few people for help on this issue and they all seemed like they didn't know and stopped helping.
  12. I would like to revive this thread, I am attempting to do this a few ways. I was able to snatch the Aero reflection texture in a DDS for testing. I will let you know how this works out if I ever get it to work.
  13. Sounds like you need someone to make your game for you ;P JK, but I would try joining another team first for the experience.
  14. That would be really cool of you Lumooja! Thanks, hopefully Josh sees this is a vital feature for LE 2.
  15. Can't you just release a dll for this mr source license ;P I border line need this for Tryptamine
  16. General feature request, I want to be able to be doing LE calls then just throw in OpenGL/OpenAL without a bunch of work. If LE 3 is done right this should be no issue.
  17. Its really not about who made it or what licensing it uses. The point is efficiency, GCC via MinGW has more then proven its superiority over the Microsoft C compiler. Its because it can be updated much faster because that's all they focus on. MS has a lot of products so it takes a while for all of them to catch up. I use a very well blended tool set. The point is, don't argue about it, have an open mind and actually try it yourself. There are really cool build properties that makes for insanely small clients. I just hate my end user to require dependencies. The more run-times, dll files and etc the more headaches. Also isn't LE 3 cross platform? It would be best to using a IDE and compiler suite that actually runs on multiple operating systems. Myself, I am using MSVC to write my games, then final build before I release is all mingw. I think people use MSVC so they don't have to give up their precious pragma comments ;P
  18. Well, I am well aware of OpenAL but how can I return these values from OAL via LE?
  19. I want to be playing a song, but fetch the audio wave and set that fluctuating value to a float value. Almost like an AC to DC converter. The higher the db value the higher the float value (0.0 - 1.0 of course). I am doing this in C++ and any help would be great. Thanks.
  20. Wow thanks, I guess I will continue on ;P
  21. Well, the only thing is that there are standards when writing C++ code. MSVC invents its own standards. Although its not "bad", its not the most efficient way by any means. Like I was saying, Code::Blocks is so clean and neat, really boosts my productivity. Its totally worth checking out since its free and much smaller for your end user. GCC gives more clear error imo too.
  22. Menu Scene Mockup: Thanks, I plan to sell this game for $5 on my companies game market page so detailed criticism would be appreciated. BUMP: Updated this post with the new UI and game details. I am debating on posting a picture of the game play this soon. But perhaps in a week or so.
  23. Eh not to mention using Code::Blocks eliminates the runtime package needed to run MSVC applications. Don't give me that "everyone has it anyway" because they don't and its terrible. Compile in MSVC, then the same exact application in MinGW with memory/speed optimization checked and you can see the difference. There is no need for MSVC, Code::Blocks has auto complete, auto save, and etc features in a considerably smaller package.
  24. You should compile LE3 in Code::Blocks or ill riot.
  25. Check that your are using the namespace enet is wrapped in and place all of the enet include files in Microsoft Visual Studio 9.0\VC\include Keep dropping your libs in there you wont need to set up your directories of course because MSVC already looks for these folders automatically. Also you don't have to update your linker for each configuration setting, you can just choose "All Configurations" if your Debug and Release settings use the same libs.
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