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FIFE 0.4.0 has been released on 15th of January, 2017!

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Messages - Niektory

Pages: 1 [2]
16
Game creators corner / Re: Variable height terrain
« on: May 29, 2013, 06:50:54 pm »

17
Help and troubleshooting / Trouble with CMake and Fifechan in Windows
« on: April 15, 2013, 09:27:44 am »
I'm trying to build Fifechan in Windows but I can't get CMake to cooperate.
If I try MinGW Makefiles it complains that it can't find the RC compiler.
If I pick Visual Studio 9 2008 it gets further but it complains about SDL_image.
I've tried setting the relevant variables but it doesn't seem to work...
I've never used CMake before so I might be doing something stupid.
Any ideas?

EDIT: Attachments aren't visible if you're not logged in...
http://niektory.republika.pl/cmake2.png
http://niektory.republika.pl/cmake1.png

18
Game creators corner / Re: CeGUI demos
« on: April 14, 2013, 02:54:01 pm »
I got them running in Linux (setting it up in Windows is still a mystery to me).
Unfortunately the configure button didn't work for me in the shooter demo, and it clicking New Game crashed it. Error message:
Code: [Select]
terminate called after throwing an instance of 'boost::python::error_already_set'
Aborted

19
Game creators corner / Re: Basics of instance and object manipulation
« on: December 24, 2012, 01:18:45 am »
The last argument determines how much of the original color remains. It's in the 0~255 range, use 0 to replace the original color completely:
Code: [Select]
addColored(instance, 255, 210, 0, 0)

20
Game creators corner / Re: Basics of instance and object manipulation
« on: December 18, 2012, 03:36:30 am »
I don't think you'd need to generate separate sprites for different colors, the renderer can color them for you (InstanceRenderer::addColored()).

21
Game creators corner / Re: Variable height terrain
« on: September 18, 2012, 08:01:55 am »
Targeting, projectiles and area effects:

http://www.youtube.com/watch?v=hvvtCSTOpQI

22
Game creators corner / Re: Variable height terrain
« on: August 24, 2012, 01:30:46 pm »
The current version is here:
http://niektory.republika.pl/fife_tactics_hex1-10.7z
I don't want to decide on a license yet. But I'm fine with sharing some parts if you want them.

The engine patch is here:
http://niektory.republika.pl/fife_tactics_hex1-10.patch
Of course you're free to grab whatever you like, but most parts still need a lot of work. I don't have a working earlier version because TortoiseSVN is stupid. But I salvaged some of the old pather code:
http://niektory.republika.pl/oldpather.patch

Some notes:
Quote
math.i, iobjectloader.i
Exposed some stuff I wanted to use to Python.

route.h
Fixed an error in the comments.

cellrenderer.cpp
Changed the route rendering to display routes as lines instead of polygons.

hexgrid.cpp
I found the coordinate zigzagging annoying to work with, so I removed it. You may want to include this version as an alternative to the current grid.
Also commented some log messages that were causing me slowdowns.

instancerenderer.h, instancerenderer.i, instancerenderer.cpp
Added a way to exclude parts of an image from outline generation. Need to find a better way to do this.

maploader.cpp, mapsaver.cpp, camera.h, camera.i, camera.cpp
Added a way to control the Z axis transformation. Need to find a better way to do this.
Commenting cacheUpdate(&layer); gave me a nice speed boost and I didn't notice anything breaking... yet.

layercache.cpp
Replaced instance sorting with my version.

map editor
Added a way to move instances up and down along the Z axis, but broke undo because it was slow when moving many instances.
Changed rotation to rotate by 60 degrees instead of 90. It should check the grid type instead and choose the angle based on that.

23
Game creators corner / Re: Variable height terrain
« on: August 19, 2012, 05:47:02 pm »
Update time! Thanks to vacation I was able to do a good chunk of work. Now that it's over I'll go back to my usual snail pace...

So, stuff I managed to cram in:
- complete pathfinder rewrite
- line of sight calculation and display
- basic turn-based combat
- some shadows
- a nice-ish brick tile

http://www.youtube.com/watch?v=kT7tcCm2xs0

24
Game creators corner / Re: Variable height terrain
« on: August 06, 2012, 04:15:03 pm »
Be running up that road,
Be running up that hill,
Be running up that building. ♫

http://www.youtube.com/watch?v=KwGDrBlBjE8

25
Game creators corner / Re: Variable height terrain
« on: May 18, 2012, 05:44:19 pm »
The good: I made some progress. The agents jump up and down when moving around and they are properly obstructed by terrain. I didn't use layers, they would fix some problems but introduce others, I think I'm better off without them.

The bad: I used some ugly hacks. I don't even fully understand some of the code I modified. Well, hopefully I can learn and improve it later. ;)

Here's the updated demo. You'll need to use the cell_pathfinder branch and apply the included patch. Click 'About' to check the keys.
EDIT: Updated again. The previous patch was incomplete for some reason.
http://www.mediafire.com/?saw8whns6gzmmsu

26
Game creators corner / Re: Variable height terrain
« on: April 19, 2012, 01:47:19 pm »
Thanks for the replies. I played around with FIFE a bit. The first problem is drawing order. I'm pretty sure I can't take advantage of layers here. So, with everything on one layer, the order needs to be determined by map coordinates. I think I have an algorithm that can sort everything correctly, but I don't know how to modify/override the default one. Could you give me some pointers? Is it even a good idea?

Also, could you tell me more about the new pathfinder?

My playground (rio_de_hola with my map):
http://www.mediafire.com/?pqei15p4ubdleiw

27
Game creators corner / Variable height terrain
« on: March 19, 2012, 11:20:15 pm »
I'm toying with the idea of making a Tactics Ogre-style game and I'm wondering if FIFE would be suitable for this.
One feature I'm concerned with is variable height terrain (like in the screenshot). Would it be possible to implement in FIFE relatively painlessly?


28
Help and troubleshooting / Re: No module named fife
« on: January 18, 2010, 05:15:18 pm »
OK, it works, thanks!

29
Help and troubleshooting / No module named fife
« on: January 16, 2010, 02:45:23 pm »
I'm trying to build FIFE from SVN on Ubuntu 9.10. I'm new to this kind of thing so I'm probably missing something obvious. Please bear with me.
I get no errors during the build process (scons ext, scons). But when I try to run the demo I get:
Code: [Select]
nth@Linth:~/FIFE/trunk/demos/rio_de_hola$ python run.py
Traceback (most recent call last):
  File "run.py", line 7, in <module>
    from fife import fife
ImportError: No module named fife

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