Added: 2 years ago
From: GyroVorbis
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  • Did you work out for those big monster arms?

  • The dreamcast drawing looks like a dick-in-a-box.

  • so do u need to know linear algebra to do game programming?

  • @koreanpeoples You don't NEED to, but if you're doing anything besides a platformer or rpg with non rotational rectangular collision you do.

  • plz show more gameplay and less face..

  • revolutions ep 1 pt 1 is down

  • @jie900 pt 3 also

  • I got a question. Im designing a level editor and I havnt written in c# in a while. I'm using Visual C#, and forgot how you get opacity to work. The reason why I need this is because I have a second layer of tiles: Rocks, Items, Shit like that, now this shit is all 32 by 32, and there are black spaces that represent where the transparency would come in. For example, a heart has areas in the image that are supposed to be transparent: Bottom left, etc, and I forget how to do this. Please help.

  • @Manifest222 This is written in c++

  • Girls who code turn me on.

  • Wow, seems like a massive uplift onm the team. And that concept art is amazing, seriously it is. Hate to say it but that new dude you have making the level editor seems to have done more than Marcel. Still have one gripe tho, On an early chapter you had mario and sonic, and mario was tougher than sonic, I totally didagree and also where the f*&k is the Doom Guy, he should be there with mario, chrono and sonic, he could just bfg there asses.

  • Dang. I need a white board

  • did you have to make a homebrew (DC)serial to PC cable?

  • 3:55-4:00

    Kendall you pervert.

  • Wow, do you know what marauder used for graphics? I'm using GDI for my level editor and it flickers horribly, but his looks perfect.

  • awesome

  • So many comments! That's so cool. I need to use more comments. I only have like 4 lines explaining each class.

  • @TrulyStupidNewb If you are planning for someone to use what you are coding, then put a few comments. If there is something that you had a hard time implementing, mabye but a few comments in the implementation.

  • I was signing up to join your forum the other day, but apparently im blacklisted? :(

    Is there some way around this?

  • OMG she has my laptop. Inspiron 6400?

  • Yup, infact there are thousands of people all over the world doing their thing on YOUR laptop. You need get your sh^t together man, you shouldn't let them walk over you like that. Seriously.

  • When/If you release the library will the PC version work on Linux + Mac?

  • Of course. I was actually setting up my environment on my Linux box for a build to try on Ubuntu.

  • @GyroVorbis YAY ubuntu. Incredible job you guys, very nice.

  • Hey why dont you become a youtube partner. Im sure your eligible and you could make up to 4 hour videos or was it 40 mins and you could earn money at the same time

  • Actually, we AREN'T eligible. Thanks to damn Youtube's audio policies, we don't qualify because we use various songs belonging to (the asshole) record companies.

  • Man, that lib would be awsome if you gave it out.

  • @GyroVorbis sorry to hear that, that sucks.. but at least we dont have to sit thru those annoying ass fuckin ads the partner videos get

  • the female is so fucking hot.

  • agreed

  • You're right, that is the ugliest psp ever.

  • wow, marauder is amazing!

  • instead of using dcu couldnt u convert the game to an eboot.pbp so it could run from the game menu on the psp

  • DCU? What? It is built as an EBOOT.PBP, and it does run from the game menu. I don't understand what you're trying to say.

  • @GyroVorbis When u gonna release a game on ipod touch

  • ,arauders level editor looks way better than Marcels

  • agreed

  • Elaborating on what Kendall was saying, when you have a "regular" polygon with an even number of vertices and edges, then you only need to check half the axes for collision.

    But if the vertex count is odd or if the polygon is not regular, then you have to check every axis of both polygons.

    Agreed?

  • It would also be nice if you could eventually release that library.

  • So what programming language was she using for the collision system? C++? Lua?

  • C++

  • Ahh Ok.

    It probably looks nicer, but that means that you must implement every function in every build.

    Basically, copy every file for one build, and change the implementation of the functions to suit the system.

  • Not *every* file. There is still plenty of overlap where they use literally the same files. Just platform-specifics.

  • Maybe I misunderstood what you said in this (or the previous) video, but I thought you said that #ifdef are very messy and you were going to program your engine without it?

    Anyway, how can you make it cross platform if you don't have #ifdef and #ifndef?

  • There are multiple files for each build of the library. Each one isn't related or dependent on the other.

    Our API handles all of that. There are no #ifdef, #ifndef preprocessor directives. The library that you like to determines the implementation of the API and hardware calls.

  • How will the new engine handle inventories? This will sound very stupid, but I'm not sure if arrays would do it or not. Or perhaps a different object for each inventory slot?

  • what about the DS, do you have any plans on eventually program DS functionality into your library?

  • libGyro could very possibly support DS in the future, but I have to say this to everybody: the DS absolutely could not handle the Elysian Shadows engine. There isn't anywhere near enough VRAM, the processor couldn't handle our Lua usage, and there are a few other issues. The PSP and DC are going to pose enough of a challenge as is.

  • I'd have to save your new progress is insane. The new engine, the new map editor, the artist is incredible. Bravo.

  • I hope as time goes on, you list what challenges each platform gave you in your development for your library. Somethings can be a bit obvious, but I'm still curious to hear your bumps in the road as you squash them.

  • That's definitely something I'm planning. Especially if I'm releasing libGyro.

  • nice collision system but things like gears wont work right? but that is supposed to be in the physics system? i hope :D

  • Gears work because of a force applied at the point of impact. That's physics, not collision. We are going to be working on that later.

  • That is one very nice collision system!

  • I'm happy that it's going to be for the PSP. I will look forward to putting it on.

  • kendell is quite attractive.

  • and taken

  • Comment removed

  • yeah didn't know when i wrote that, but i stand by it..

  • I don't want to be a hater or anything but I think you guys are coding waaay more than you will probably ever need. I mean its cute that you can rotate a rectangle but what 2d rpg has ever needed that? The most physics you will probably need is that like NES zelda, rectangle to rectangle. I couldn't possibly fathom a reason why you would need to have 4 different colors on the vertices and have them linearly interpolate into the center. Some people just get too excited about opengl ...

  • Your points are pretty damn lame. Interpolating polygons with different colors in each corner were in the old engine already. You can use them slightly transparently for cool special effects such as fading day to night. Rotating a rectangle in 2D? Have you ever owned a Super Nintendo? The SuperFX and CX4 were INVENTED just so games like MMX and Yoshi's island could do that. And what game "needs" realistic physics? It's a damn cool thing to have, and we plan to incorporate it into the gameplay.

  • We had/have absolutely no art for the game, how in the HELL can you call me the bottleneck? And no, the code is almost all being reused, we're just changing a lot of the OO designs at the base that require changes from everything up. The cross-architecture API is just about done too. I would appreciate it if you quit talking out of your ass about things that you clearly don't know much about. "level devs are ready to code"--We don't have any graphics for a level, smartass.

  • I apologize I thought when you said that you were creating an engine from the ground up, you meant that you were creating an engine from the ground up, rather than not creating an engine from the ground up. I'm still of the opinion that an engine rewrite will take longer than some pixel art, but i've been impressed with what you've done before so i'll be interested to see how you prove me wrong.

  • I completely understand when you're coming from--don't get me wrong. I'm just saying that I believe 1) It won't take longer than pixel art, haha and 2) These additions will be worth the trouble.

  • Has anyone yet to give some technical advice on these video comments that is very sound with this project in mind?

  • Kendel did an amazing job on the collision system. Marauder did some great work on the level editor as well. Good job!

  • No. RPG Maker wasn't created by them, and its not what they are using.

  • he never said they made RPG maker, and he never said they were using it

  • What? I know, the guy commented asking if they made RPG Maker. And I said no, and they aren't using it.

  • he said is that RPG Maker-"lyk" thing something they created. He was asking if they made the map editor, which they did.

  • Kid, you have a lot to learn. No offense, but 4 years? It will be more "lyk" 4 decades for you, dawg. And no, I haven't "lyk" applied for lyk game companies, because I'm still in school. But you're absolutely right, creating an engine for Dreamcast, PSP, and PC from scratch along with editor and other tools with embeddable scripting, physics, and a plethora of other features is nothing major at all. We need 2 lyk step it up a n0tch and lyk make Fable5, lyk right, like dawg?

  • Hey lyk Gyro you need to chill on t3h man, he just wanttted to knwo how too lyk mayke Bioshock in Visual Basic 4.0, and he wanted u 2 show him the program that u use.

  • lulz

  • libGiro looks cool.

  • Is that a new dry-erase board? Lol.

  • Yes, we keep only the most high-tech of equipment here at studio Vorbis.

  • does that mean that the libgyro working in realtime by checking the hardware of the system you are running it ..or do you have to compile it for all systems ? sorry if that is a stupid question..i'm dumb !

  • You have to compile it for every system. The hardware architectures are completely different. But you are compiling the "same" source code on each.

  • The collision engine looks way nice.

  • Will Marcel ever appear on any future episodes?

  • Probably not.

  • I hope not...

  • I don't delete comments.

  • What do you use to import graphics into c++?

    But i use DEV C++ as visual c++ dont work for me : (.

  • You need to use another library on top of C++, such as Allegro or SDL. I would suggest Allegro if you're really new, but I'd also suggest knowing enough C++ (up to classes/inheritance/pointers) before even attempting one of these libraries.

  • for DEV C++?

  • C++ is C++. DevC++, Visual Studio, and Code::Blocks are all IDEs (Integrated Development Environments), and libraries can be installed in any of them.

    To install Allegro in DevC++, look up "Allegro DevPak" on google, download the dev pak and double click, it will auto install for you.

    Then look up Loomsoft's Allegro Newbie tutorials to get the super basics (or my website, which has a rough draft of a tutorial on Allegro and SDL up. Or it will, once my laptop boots up.)

  • Thanks...soz im a bit of a noob...i know a little bit of C++ i just come off C# and visual basic...but im onl 14....thanks ;)

  • Yeah. Graphics and sound won't be handle anything like Visual Basic. Everything in C++ will be text so you'll be declaring objects like this:

    BITMAP *player;

    imgPlayer = load_bitmap( "Fishie.bmp", NULL );

    masked_blit( imgPlayer, background, 0, 0, player.x, player.y, player.w, player.h );

  • Man.. don't use DEV C++, it's a really crapy IDE that isn't maintained anymore! I'd suggest you to move to Code::Blocks ! Free, clean and easy to use !

  • DEV-C++ is easier to use, more user-friendly, and APIs are easier to install.

  • I don't want to start a troll or something.. but you should definitely try :Code::Blocks.

    1/ It's maintained, while dev-c++ is not. (since 2004 i think).

    2/ Code::Blocks is easier to use, because the environement is ready to use with some libraries. For example, you can quikly create a new : Ogre project, GLFW project, GTK+ project, Irrlicht project, OpenGL, SDL, QT.. you just have to link the folder where the libary is installed and no configuration is needed after that!

    Give it a try :)

  • 3/ Code::Blocks give you better debugging tools comparing to dev-C++.

  • I did give it a try, and I hated >:(

    :[) I like the one that I've been using for months. You can use Code::Blocks if you want.

  • LibGyro sounds interesting.

  • i want libGyro :(

  • I've had my fair share of oriented collision programming , and to be honest , I'd rather just stay away from rotations :P

    And DAMN that was one badass SID-tune for marauder :D

  • the compression/resolution of the code needs to be fiddled with.

    Otherwise, enjoying the videos!

  • Yay! C#! I love it!

  • Why not consider a simple 2d physics engine for collision?

  • Because we can write a better, complex 2D physics engine?

  • I am sure you could, but why reinvent the wheel?

    There is already plenty of work done on this to handle everything you have described in your videos and more.

    On the other hand, i could understand if you are doing this for pure academic purposes, im guilty of that myself. :)

  • This entire project has been an academic experience. We want to do everything ourselves. We have reinvented the wheel for just about everything so far. We know our calculus, we know our linear algebra, and we have a specific goal in mind for how we want it to operate. We are going to do it ourselves.

  • okie dokie

  • Their are some pretty awesome 2D physics engines but I think the main reason why you should write your own is for cross platform compatibility.

  • Why did marcel quit?

  • Kendall = Tina Fey

  • Are you guys using quadtrees to cull out unnecessary comparisons? I think it would be a good idea, since the brute force method take O(n!) time. The separating axis theorem is fucked up. I just implemented it in my 3D game engine. I wish I had the math background to understand it, we don't learn anything useful in grade 12 :(

  • OMFG the art looks SOOOOOOOOOO cool =ooo

  • Hellz yeah. The ancient is so perfect. Pritam's amazing.

  • Brilliant work! Keep it up!

  • public libGyro = kewl

  • marcel was hilarious teach kendall to replace him.

  • Kendall has boobs and actually does her job. She wins by default.

  • lol

  • Kendall FTW.

    Good job Falco ^.<

  • lol getting this awesome game finished and released is a good enough contribution to humanity =).

  • Kendall's lecture at 1:43....mega nerdgasm

  • hmm nifty, contribute more tutorials on howto program games :P

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