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.
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.
@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.
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.
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.
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.
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?
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 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.
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.
This comment has received too many negative votesshow
All i'm saying here that you actually had a very impressive engine finished. Now your rewriting it from scratch, for what, to show off your lower div linear algebra skills? Ever heard of refactoring? Its depressing seeing all that code go to waste. Your ambitious rewrite is already on a massive scale, your level devs are already to code, YOU are now the bottleneck. By the time you've finished your cross architecture api you could have already finished the game WITH physics
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.
This comment has received too many negative votesshow
so man after 4 years this is it lol no offense but i wanna do more than this lol its sucks this will take me years to learn just this shit, hmm hav u applied for lyk gaming companies etc?
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.
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 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.
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.)
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 !
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!
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.
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 :(
Did you work out for those big monster arms?
voultar 11 months ago
The dreamcast drawing looks like a dick-in-a-box.
Mr420TheBlaze 1 year ago
so do u need to know linear algebra to do game programming?
koreanpeoples 1 year ago
@koreanpeoples You don't NEED to, but if you're doing anything besides a platformer or rpg with non rotational rectangular collision you do.
MadPumpkinGames 1 year ago
plz show more gameplay and less face..
koreanpeoples 1 year ago
revolutions ep 1 pt 1 is down
jie900 1 year ago
@jie900 pt 3 also
jie900 1 year ago
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 1 year ago
@Manifest222 This is written in c++
MadPumpkinGames 1 year ago
Girls who code turn me on.
theballerplaya 1 year ago 3
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.
cyberphreak1981 1 year ago
Dang. I need a white board
thekidzcorner 1 year ago
did you have to make a homebrew (DC)serial to PC cable?
tehepicasian 1 year ago
3:55-4:00
Kendall you pervert.
djsotos 2 years ago
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.
iamawesometoo 2 years ago
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dude do you have somethign agianst marcel? wtf stop doing that is very anoying
kozzmin 2 years ago
awesome
McClover 2 years ago
So many comments! That's so cool. I need to use more comments. I only have like 4 lines explaining each class.
TrulyStupidNewb 2 years ago 2
@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.
lotios611 2 years ago
I was signing up to join your forum the other day, but apparently im blacklisted? :(
Is there some way around this?
TheFinalFanatic 2 years ago
OMG she has my laptop. Inspiron 6400?
musicmanya 2 years ago
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.
Zechsy1 2 years ago 11
When/If you release the library will the PC version work on Linux + Mac?
thecomputergurukid 2 years ago
Of course. I was actually setting up my environment on my Linux box for a build to try on Ubuntu.
GyroVorbis 2 years ago 4
@GyroVorbis YAY ubuntu. Incredible job you guys, very nice.
TheKaldar 8 months ago
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
RetryThisProductions 2 years ago
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.
GyroVorbis 2 years ago
Man, that lib would be awsome if you gave it out.
BlueFlyer101 2 years ago
@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
DaFleegsta 1 year ago
the female is so fucking hot.
mattythecatty 2 years ago 30
agreed
ADeadRock 2 years ago 3
You're right, that is the ugliest psp ever.
kirakun 2 years ago
wow, marauder is amazing!
TheBatchGuy 2 years ago 2
instead of using dcu couldnt u convert the game to an eboot.pbp so it could run from the game menu on the psp
RetryThisProductions 2 years ago
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 2 years ago
@GyroVorbis When u gonna release a game on ipod touch
GhostSlayer131 3 months ago
,arauders level editor looks way better than Marcels
RetryThisProductions 2 years ago
agreed
RyanPridgeon 2 years ago
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?
ArchitectOfEvil 2 years ago
It would also be nice if you could eventually release that library.
Moomoocowow 2 years ago
So what programming language was she using for the collision system? C++? Lua?
Moomoocowow 2 years ago
C++
bludklok 2 years ago
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.
ArchitectOfEvil 2 years ago
Not *every* file. There is still plenty of overlap where they use literally the same files. Just platform-specifics.
GyroVorbis 2 years ago
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?
ArchitectOfEvil 2 years ago
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.
GyroVorbis 2 years ago
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?
JaxDragon1 2 years ago
what about the DS, do you have any plans on eventually program DS functionality into your library?
moose51789 2 years ago
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.
GyroVorbis 2 years ago
I'd have to save your new progress is insane. The new engine, the new map editor, the artist is incredible. Bravo.
vahn9 2 years ago 2
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.
Trask899 2 years ago
That's definitely something I'm planning. Especially if I'm releasing libGyro.
GyroVorbis 2 years ago
nice collision system but things like gears wont work right? but that is supposed to be in the physics system? i hope :D
Z3r0XoL 2 years ago
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.
GyroVorbis 2 years ago
That is one very nice collision system!
HyppoStudios 2 years ago 4
I'm happy that it's going to be for the PSP. I will look forward to putting it on.
MarxChaotix 2 years ago 2
kendell is quite attractive.
Caplock21 2 years ago 28
and taken
ROLLANDandCOLORS 2 years ago
Comment removed
Caplock21 2 years ago
yeah didn't know when i wrote that, but i stand by it..
Caplock21 2 years ago
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 ...
timesthebear 2 years ago
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.
GyroVorbis 2 years ago
This comment has received too many negative votes show
All i'm saying here that you actually had a very impressive engine finished. Now your rewriting it from scratch, for what, to show off your lower div linear algebra skills? Ever heard of refactoring? Its depressing seeing all that code go to waste. Your ambitious rewrite is already on a massive scale, your level devs are already to code, YOU are now the bottleneck. By the time you've finished your cross architecture api you could have already finished the game WITH physics
timesthebear 2 years ago
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.
GyroVorbis 2 years ago
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.
timesthebear 2 years ago
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.
GyroVorbis 2 years ago
Has anyone yet to give some technical advice on these video comments that is very sound with this project in mind?
JustChrisLTD 2 years ago
Kendel did an amazing job on the collision system. Marauder did some great work on the level editor as well. Good job!
bludklok 2 years ago 5
This comment has received too many negative votes show
is that RPG maker kinda thing something that u guys created coz thats lookin more lyk a game lol
kyic23 2 years ago
No. RPG Maker wasn't created by them, and its not what they are using.
Ibly31 2 years ago
he never said they made RPG maker, and he never said they were using it
HomocidalCanineK9 2 years ago
What? I know, the guy commented asking if they made RPG Maker. And I said no, and they aren't using it.
Ibly31 2 years ago
he said is that RPG Maker-"lyk" thing something they created. He was asking if they made the map editor, which they did.
HomocidalCanineK9 2 years ago
This comment has received too many negative votes show
so man after 4 years this is it lol no offense but i wanna do more than this lol its sucks this will take me years to learn just this shit, hmm hav u applied for lyk gaming companies etc?
kyic23 2 years ago
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?
GyroVorbis 2 years ago
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.
patio87 2 years ago
lulz
hurstshifter 2 years ago
libGiro looks cool.
gasto5 2 years ago 5
Is that a new dry-erase board? Lol.
batmansluva 2 years ago 4
Yes, we keep only the most high-tech of equipment here at studio Vorbis.
GyroVorbis 2 years ago
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 !
Lumalalelo 2 years ago
You have to compile it for every system. The hardware architectures are completely different. But you are compiling the "same" source code on each.
GyroVorbis 2 years ago
The collision engine looks way nice.
ccricers 2 years ago 3
Will Marcel ever appear on any future episodes?
Ghotherkill 2 years ago
Probably not.
GyroVorbis 2 years ago
I hope not...
warlord90210 2 years ago 2
This comment has received too many negative votes show
I wonder if this comment will be deleted, too?
keithgarry 2 years ago
I don't delete comments.
GyroVorbis 2 years ago
What do you use to import graphics into c++?
But i use DEV C++ as visual c++ dont work for me : (.
Jagatia 2 years ago
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.
LusikkaMage 2 years ago
for DEV C++?
Jagatia 2 years ago
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.)
LusikkaMage 2 years ago
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 ;)
Jagatia 2 years ago
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 );
LusikkaMage 2 years ago
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 !
Amokrane1986 2 years ago
DEV-C++ is easier to use, more user-friendly, and APIs are easier to install.
HomocidalCanineK9 2 years ago
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 :)
Amokrane1986 2 years ago
3/ Code::Blocks give you better debugging tools comparing to dev-C++.
Amokrane1986 2 years ago
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.
HomocidalCanineK9 2 years ago
LibGyro sounds interesting.
UnholySavagery 2 years ago 7
i want libGyro :(
HomocidalCanineK9 2 years ago 5
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
robotwo 2 years ago 3
the compression/resolution of the code needs to be fiddled with.
Otherwise, enjoying the videos!
its123baby 2 years ago
Yay! C#! I love it!
zNelson24 2 years ago 4
Why not consider a simple 2d physics engine for collision?
BinaryReader 2 years ago
Because we can write a better, complex 2D physics engine?
GyroVorbis 2 years ago
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. :)
BinaryReader 2 years ago
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.
GyroVorbis 2 years ago
okie dokie
BinaryReader 2 years ago
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.
UnholySavagery 2 years ago
Why did marcel quit?
aldex123 2 years ago
Kendall = Tina Fey
SteveyW0nder 2 years ago 4
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 :(
jSaurabh 2 years ago
OMFG the art looks SOOOOOOOOOO cool =ooo
scriptmasterGD 2 years ago 3
Hellz yeah. The ancient is so perfect. Pritam's amazing.
AerisAndMe 2 years ago 2
Brilliant work! Keep it up!
StealthAsimov 2 years ago 3
public libGyro = kewl
metal4life1991 2 years ago 5
marcel was hilarious teach kendall to replace him.
Maxpaynter 2 years ago
Kendall has boobs and actually does her job. She wins by default.
GyroVorbis 2 years ago
lol
mgold08 2 years ago
Kendall FTW.
Good job Falco ^.<
warlord90210 2 years ago
lol getting this awesome game finished and released is a good enough contribution to humanity =).
kumofrostdroid 2 years ago
Kendall's lecture at 1:43....mega nerdgasm
hurstshifter 2 years ago 5
hmm nifty, contribute more tutorials on howto program games :P
FusionNinjin 2 years ago 2