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PostPosted: Tue Apr 14, 2009 12:17 am 
Ankle Nibbler

Joined: Sun Mar 22, 2009 10:55 pm
Posts: 130
Just an update: I haven't messed around with the animation engine aspect yet. I really want to finish the GUI before I move on to other areas. That being said, I was able to play with and write some functions around the Direct3D parts. I got alpha blending to work and will be adding this to the GUI core, starting with the ChatBox.

I will post picks as it comes along, until then!. :)

http://img145.imageshack.us/img145/9646 ... tscopy.jpg


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PostPosted: Tue Apr 14, 2009 6:22 pm 
Ankle Nibbler

Joined: Sun Mar 22, 2009 10:55 pm
Posts: 130
new screenie, the chatbox typing is fully functional and has a new font to go along with it. I'm going to finish the queue core soon, it still lacks the buffer core which is in D3D and I'm nervus to add it. :P

http://img245.imageshack.us/img245/9646 ... tscopy.jpg

The issue I want to resolve before I jump on that is, I don't want to add multiple new fonts with different colors for the buffer, I would like to know if I could somehow replace the font color of my surface with a different color before drawing it to the screen (the font engine uses directdraw).

If this is some how possible to just say, replace all areas of a surface that is white with red, that is what I'm trying to do.


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PostPosted: Wed Apr 15, 2009 4:42 am 
Ankle Nibbler

Joined: Sun Mar 22, 2009 10:55 pm
Posts: 130
Just another update, the Direct3D engine has now been added (but not fully customized out, but that is the easy fun part! :D) and here is a small example of the chatbuffer texture being rendered with 65% alpha blending. (yes, it is in the wrong place!) :P

http://img529.imageshack.us/img529/9646 ... tscopy.jpg

Finally done (still need to get the message queue render turned on) and here is your alphablending!

http://img16.imageshack.us/img16/9646/s ... tscopy.jpg


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PostPosted: Wed Apr 15, 2009 12:05 pm 
Corpse Bride
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Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2217
Location: England
It looks like its coming along nicely. How did you get the alpha blending? I've never done that in directx.

I'm eager to see some sprites soon. :)

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PostPosted: Wed Apr 15, 2009 1:16 pm 
Mumbo Jumbo
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Joined: Fri Aug 20, 2004 1:15 pm
Posts: 804
Location: Michigan, USA
i am very impressed. that is the best gui i've seen in a while. far better than anything i ever made. :eek

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The path to hell is paved with clever code.


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PostPosted: Wed Apr 15, 2009 2:37 pm 
Ankle Nibbler

Joined: Sun Mar 22, 2009 10:55 pm
Posts: 130
Sprites are all in due time. :D Thanks for the comments!


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PostPosted: Fri Apr 17, 2009 1:03 am 
Ankle Nibbler

Joined: Sun Mar 22, 2009 10:55 pm
Posts: 130
I'm currently pondering why this is happening or if this is normal.

I currently have Magenta RGB(255,0,255) set as a colorkey for using transparency with DirectDraw blitting and even for the Direct3D textures (the alpha still works!). This has served me perfectly until now. I wanted to start adding support for various displays and begin adding all th 16bit graphics. Along with a nice FPS increase for 16bit.

But, when I run in 16bit display mode, my transparent files, no longer are transparent. The color keys are correct as with the files saved formats, I've even tried running 32bit file types (that I know work) and they still show up as so.

16bit
http://img2.imageshack.us/img2/4654/16bit.jpg

32bit
http://img145.imageshack.us/img145/8964/32bit.jpg

If this is normal then I will just stick to 32bit for now.

Edit:

I wanted to post that I solved this, sometimes I dunno why I post, lol. Here is the solution, which was re'calc the RGB value to 16bit instead of 32bit. I used this function to handle this.

For Direct3D
Code:
Private Function DX_RGB2DX(R As Long, G As Long, B As Long) As Long
 DX_RGB2DX = DirectX.CreateColorRGBA(CSng((1 / 255) * R), CSng((1 / 255) * G), CSng((1 / 255) * B), 0)
End Function


For DirectDraw
Code:
Private Function DX_RGBMagenta(ByVal tmp32Bit As Boolean) As Long
 Dim tmpDDPF As DDPIXELFORMAT
 If tmp32Bit = True Then
 DX_RGBMagenta = RGB(255, 0, 255)
 Else
 Primary.GetPixelFormat tmpDDPF
 DX_RGBMagenta = tmpDDPF.lBBitMask Or tmpDDPF.lRBitMask
 End If
End Function


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PostPosted: Fri Apr 17, 2009 11:53 pm 
Ankle Nibbler

Joined: Sun Mar 22, 2009 10:55 pm
Posts: 130
Keeping up with my experience thus far, this thread is also a part of the over all journey.

Dealing with Fonts
http://gpwiki.org/forums/viewtopic.php?t=8926


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PostPosted: Tue Apr 21, 2009 2:11 am 
Ankle Nibbler

Joined: Sun Mar 22, 2009 10:55 pm
Posts: 130
I thought I would share a youtube of the current version .11 alpha. Gives you an idea of flow and such. More to Come!

http://www.youtube.com/watch?v=HOUp647C5BM


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PostPosted: Tue Apr 21, 2009 3:59 am 
411 Operator

Joined: Tue Feb 21, 2006 12:32 am
Posts: 481
Location: California, USA
Looks cool so far. Keep it up! :-)

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PostPosted: Wed Apr 22, 2009 1:42 am 
Ankle Nibbler

Joined: Sun Mar 22, 2009 10:55 pm
Posts: 130
example of the down attack rect area for collision detection order. This is based on 32x32, but will changed once I figure out how big I really want the characters to be. maybe 16x16 and 6 attack attack rects.

So they would fire each button press and if a new press hasnt happend the the attack order will follow thru, 1, 2 and then 3, but you could press as fast as you want and only hit rect areas 1 and 2. This seems to follow the natural attack order from zelda3, which I love.

http://img13.imageshack.us/img13/4402/s ... scopyw.jpg

http://www.youtube.com/watch?v=qJTQdBEVL94


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 Post subject:
PostPosted: Thu May 28, 2009 7:11 pm 
Ankle Nibbler

Joined: Sun Mar 22, 2009 10:55 pm
Posts: 130
I haven't given up and I know it's been awhile. I'm near completion of the GUI and time for personal projects has been cut alot. I will post again once I resume project.


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