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Krankzinnig

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Posts 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. 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.

  5. Looks promising.. :)

     

    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.

  6. 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");

     

    Welcome.png

     

    Untitled.png

     

    Untitled.png

     

    Note: This is a WIP.

  7. I do but don't understand your question but I am also writing a middle ware library. If you want a function that NEEDS to be written by the end user just declare the external function in the class and that's all. I know this wouldn't apply to you, but if you needed to initialize certain data, but the data is unknown (what the user is required to write), then you can just set an error in there. If they do not declare YourClass::Init() and assign all that information to your class members.

     

    I am not sure if this is clear but there shouldn't be anything stopping you in terms of requirements from the API user.

  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. 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.

  11. Well, I am working on Tryptamine which is a trippy light drawing game. I got a 15 minute mix with the license to it. My question is, if it fits the game, does the genre matter?

     

    Dubstep example (its not a tutorial, keep listening ><):

  12. 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

  13. 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.

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