How are libGyro and the platform dependent parts built (.lib or DLL)? I was curious, as I've run into the same problem. I was able to minimize it to a single factory class that returned a platform dependent implementation based on an #ifdef block.
@bbgstb THAT is a hella good question. Originally, we were going to use a QGL widget with the engine's rendering functionality, but QT's built-in selection paradigm with QGraphicsItems is just so powerful that we've tried to stick with using it. Our actual implementation is quite elaborate, considering we can have a 200x200 map of 4 layers (that's a shitload of items). It takes some work for performance, but the benefits of the QT framework outweigh the downsides.
lol this makes my toolkit look like crap :/ I just have a txt file with numbers that corresponds to different parts of the spritesheet to draw :D It's crap, but I have only a scrap of experience in comparison to you guys :P
11:41 I thought he was going to say "...One of the things we did while developing this project was we wanted a realistic look at how our vehicle is going to look in game." I almost laughed but he was talking about something else.
Would you suggest a course like Computer Science for a more all around approach to programming, or a Games Programming course specifically catered to that area of programming?
Hey, how are your layers handled in the engine? Are they a bunch of 2D arrays that you then treat differently according to their purpose? i.e Tile, Object, Treasure, etc.
command-line is a common approach, but you should consider using a configuration file, especialy if you wanting to pass a substential amount of arguments; your command-line then should accept the config file to load for initialization :-)
you guys look now real game developer, but honestly the guy with white sun visor hat looks like a badminton player,. other than that, you guys look like the real deal game developers,.
@1080arts: I honestly have yet to find one. XCode was a nightmare for me at first, but now that I'm used to it I don't mind it nearly as much. I'm still a Visual Studio kinda guy, though.
@GyroVorbis Gyro, have you considered using Qt Creator as your C++ IDE? I use it for non-Qt projects and it is miles better in functionality than XCode (imo). It's much more like Visual Studio.
@GyroVorbis I recommend you look at MonoDevelop... though it may be primarily for Unity3D... still better than nothing I suppose... but you wont be able to make iphone stuff through it
@1080arts Xcode is as close to VS as you will get. And in some instances its a bit more. For example, it comes with very good profiling tools, even an opengl and opengl es profiler. (VS *TEAM SYSTEM/ULTIMATE* has phenomenal profilers, but its a bit pricy, while xcode is completely free). The main issues "most" people have with xcode is that they run into massive amounts of compile errors because they dont know that its including the AppKit header.
@Animatixxking He is i guess co-founder of DualThreat Studios and are now in joint development with the Elysian Shadows Team (which for some reason consists of primarily only 2 ppl)
@GyroVorbis I actually think automatically saving it might not be the best idea, well it might just make you say, AAAHHH fackles, a lot. perhaps prompt you with something like. "The level has not been saved. Would you like to save it now?"
This is looking great! Are you still working in it? And are you planning in doing a new episode?
sachoslks 3 days ago
the viagra clock 5:55 lol
kanjiti 1 month ago
How are libGyro and the platform dependent parts built (.lib or DLL)? I was curious, as I've run into the same problem. I was able to minimize it to a single factory class that returned a platform dependent implementation based on an #ifdef block.
MrShyguy0 2 months ago
youy guys inspire me to code )))
NielloEd 2 months ago
Hey Marcel, I was wondering: do you use the engine's drawing functions (and therefore QGLWidget) or you did it using QPainter or something like that?
bbgstb 2 months ago
@bbgstb THAT is a hella good question. Originally, we were going to use a QGL widget with the engine's rendering functionality, but QT's built-in selection paradigm with QGraphicsItems is just so powerful that we've tried to stick with using it. Our actual implementation is quite elaborate, considering we can have a 200x200 map of 4 layers (that's a shitload of items). It takes some work for performance, but the benefits of the QT framework outweigh the downsides.
GyroVorbis 2 months ago
Were you in dawsons creek?
MrNepra 3 months ago
Where is PETER??? What happened to him? Answer soon pls.
ILoveCiniminis 4 months ago
5:20 the look on his face.... priceless xD
but that looks very nice!
aroymart 5 months ago
weak game :(
pghg022 6 months ago in playlist Adventures in Game Development
@pghg022 This episode showcased an engine, not a game. Weak comment. :(
GyroVorbis 5 months ago 17
@GyroVorbis any demo for Dreamcast?
Pavel1915 1 month ago
Hey Marcel, I'm just curios how are you drawing the the tile layer. Are you using QGLWidget Component or some other component in the Qt framework?
aod6061 6 months ago
lol this makes my toolkit look like crap :/ I just have a txt file with numbers that corresponds to different parts of the spritesheet to draw :D It's crap, but I have only a scrap of experience in comparison to you guys :P
mitchelld8vies 8 months ago
11:41 I thought he was going to say "...One of the things we did while developing this project was we wanted a realistic look at how our vehicle is going to look in game." I almost laughed but he was talking about something else.
TheGoodChap 9 months ago
Marcel won the episode :p
puckoster 1 year ago
>MAC
DEElekgolo 1 year ago
What happened to the girl on the team..?
blasteryui 1 year ago
Great job guys. Wish i was even half as good as you guys :P
YouKondziu 1 year ago
Would you suggest a course like Computer Science for a more all around approach to programming, or a Games Programming course specifically catered to that area of programming?
runescapesucks01 1 year ago
Hey, how are your layers handled in the engine? Are they a bunch of 2D arrays that you then treat differently according to their purpose? i.e Tile, Object, Treasure, etc.
AspireToDoItAll 1 year ago
@AspireToDoItAll we'll be sure to give you a better look in the next vid.
TheAmazingArce 1 year ago
@TheAmazingArce Sweet, can't wait to see it.
AspireToDoItAll 1 year ago
What song is playing at 9:10 ?
Looking good, awesome work! Thanks for sharing!
thisisnotanick 1 year ago
@thisisnotanick mega man willy somthing
mpm1900 1 year ago
@thisisnotanick Megaman 2 - Wily Stage 1
AcceleratingUniverse 1 year ago
adventures ch17 pt1 is down
jie900 1 year ago
wow...i love programming tools :)
Mihawkler 1 year ago
do you and Dual Threat use the 13"? if so what specs? do you wish you got more in any one area (RAM, HD, etc.)?
mpm1900 1 year ago
Marcel needs a wireless keyboard. I could just see him falling asleep in the chair, laying back and bringing his entire computer with him. lol
atre89 1 year ago
Just wondering but, how did Marcel's Blitz editor invoke the engine before?
tehepicasian 1 year ago
Who writes all that dialog for marcel that makes him sound so smart? :)
Good to see more vids popping up , and I see that MD VOLTAGE powers the dev-team nowadays.
robotwo 1 year ago
@robotwo lol, yea you know hes giving a speech because he blinks ferociously.
atre89 1 year ago
command-line is a common approach, but you should consider using a configuration file, especialy if you wanting to pass a substential amount of arguments; your command-line then should accept the config file to load for initialization :-)
mopembopem 1 year ago
you guys look now real game developer, but honestly the guy with white sun visor hat looks like a badminton player,. other than that, you guys look like the real deal game developers,.
katsuneshinsengumi 1 year ago
marcel please let your hair to grow.
weriktonky 1 year ago
is there any good alternatives to xcode? I am really jonesin for a mac compiler up to the standards of VC++...
1080arts 1 year ago
@1080arts: I honestly have yet to find one. XCode was a nightmare for me at first, but now that I'm used to it I don't mind it nearly as much. I'm still a Visual Studio kinda guy, though.
GyroVorbis 1 year ago
@GyroVorbis Gyro, have you considered using Qt Creator as your C++ IDE? I use it for non-Qt projects and it is miles better in functionality than XCode (imo). It's much more like Visual Studio.
rhillner 1 year ago
@rhillner LMAO! Tbh, I do that on mac because of how goddamned lazy I am.. ;p
TheAmazingArce 1 year ago
@GyroVorbis I've Finally got my hands on Xcode 4, and I must say I'm impressed. It feels alot closer to visual studio. Its a very nice IDE.
curious if you've tried it out yet and how you like it?
mpm1900 11 months ago
@GyroVorbis I recommend you look at MonoDevelop... though it may be primarily for Unity3D... still better than nothing I suppose... but you wont be able to make iphone stuff through it
superknife24 10 months ago
@1080arts Xcode is as close to VS as you will get. And in some instances its a bit more. For example, it comes with very good profiling tools, even an opengl and opengl es profiler. (VS *TEAM SYSTEM/ULTIMATE* has phenomenal profilers, but its a bit pricy, while xcode is completely free). The main issues "most" people have with xcode is that they run into massive amounts of compile errors because they dont know that its including the AppKit header.
avansc 1 year ago
Falco when did you start learning to program?
joelisjoelbutiamwho 1 year ago
you should sell your engine and level editor
MyBlogMe 1 year ago
1:48 Best Music Ever. Period.
comstation11 1 year ago
Was I the only one that noticed that the patch of dirt in the tile layer in the level editor looked like a dick? (no homo)
davidthefat 1 year ago
toolkit looks impressive..
itsTannerB 1 year ago
very informative and interesting. thanks for sharing!
newcoleco 1 year ago
Hmm, did you disable collision? and man, openGL give some nice effects for rendering...
Donutslayer7 1 year ago
So what happened with kendal and peter? and is marcel a little bit fatter then in the previous videos (lol no offence just notice this) :D
Animatixxking 1 year ago
woot, if I try to click part one all it says is, this video is not available.
Don't wanna spoil myself by watching part 2 first :(
Qualia 1 year ago
Great stuff lads! I always enjoy your videos.
Has Marcel lost some hair since the last one?
luked1983 1 year ago
@luked1983
I got a haircut half way through the filming. It was so terrible, I told the lady to buzz it. ;p
Note in some of the sped up clips at the beginning I still have long hair.
TheAmazingArce 1 year ago
Comment removed
aljoshabre 1 year ago
Where's Kendal ? A girl does give a nice touch to a programming team ;) , good luck with the project !!
nunofelicio 1 year ago
@nunofelicio She and falco broke up so she's not on the team anymore, It's all on their website :)
preciselythat 1 year ago
Keep up the good work guys
webdsl 1 year ago
7:21 I see Jagermeister!!!!
Kane1993x 1 year ago
who is the first guy , didn't see him in the other episodes?
Animatixxking 1 year ago
@Animatixxking He is i guess co-founder of DualThreat Studios and are now in joint development with the Elysian Shadows Team (which for some reason consists of primarily only 2 ppl)
TheLividePianoist 1 year ago
Damn thats nice :).
Hackin32 1 year ago
Nice work. Component based systems are so much more flexible than hierarchy based systems. The new editor looks amazing!
Tralfamador5 1 year ago
Nice (=
FrozenPixelStudio 1 year ago
This is very very nice.
I find it very entertaining, nice to be "in" your project again, and damm, the quality is pro!
Nice one.
Feralpowah 1 year ago
Qt is really nice. Though I prefer gtkmm, it makes better use of C++'s OOP features. Side note: porting this to linux would be really easy lol.
jSaurabh 1 year ago
@jSaurabh It's already on Linux
Pritam070 1 year ago
awesome....pink floyd hat
Dranteka 1 year ago
@Dranteka What? Who had that?
Pritam070 1 year ago
@Pritam070 it was dark side of the moon... i dnt remember his name its the artist
Dranteka 1 year ago
@Dranteka Sweet, I love Pink Floyd
Pritam070 1 year ago
Did I see Marcel Copy + Paste Code??? Haha!
XianForce 1 year ago
It's really coming along nicely, keep up the good work :)
krizem 1 year ago
make the editor save the level automatically when you launch the invoke engine command
jus saying
EvilNando 1 year ago
@EvilNando That was implemented RIGHT after that clip was shot, haha.
GyroVorbis 1 year ago 7
@GyroVorbis I actually think automatically saving it might not be the best idea, well it might just make you say, AAAHHH fackles, a lot. perhaps prompt you with something like. "The level has not been saved. Would you like to save it now?"
avansc 1 year ago
@GyroVorbis yeah fucking right
omniscientken 6 months ago
Freakin' sweet!
hebronsawyers 1 year ago
I love the music from Yoshi's Island.
someonefromsomewere1 1 year ago
@someonefromsomewere1 Indeed, I noticed it right away.
inlinevoid 1 year ago
No Kendal :/. Whatever, the new members are tight
kawakesincfilms 1 year ago
@kawakesincfilms they broke up
zerobuu 1 year ago
0_o
mv2112mv 1 year ago
@mv2112mv exit mv2112
inlinevoid 1 year ago