Do we use sprite sheets at all?
by datahead
Post via forum by datahead <cjj_009@xxxxxxxxxx>:
Do we use sprite sheets at all? This basically means we would place an entire set of sprites into one image and have that loaded from the file system all at once. It would then use the coordinates on the image texture in order to properly render the sprites at runtime. This tends to help with performance.
The discussion recently came up for Super Tux - https://github.com/SuperTux/supertux/issues/183
I was just curious if we were using sprite sheets ourselves. I've not seen any reference to them, though I may not have dug deep enough to verify this yet.
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5 years, 2 months
Binary versus XML for the levels...
by datahead
Post via forum by datahead <cjj_009@xxxxxxxxxx>:
Grimshaw|lap, a friend of mine from the SFML chat room suggested that we use XML for our level format only during development and that binary (representing the in game objects) be used for production purposes.
Thus, for campaign levels, we would use our usual XML format if developing and if we need to debug or research trouble points. We would then convert it all to binary such that we can mass load data to construct C++ objects at runtime for the final version.
For level editing for users, it would produce XML that they are able to see. The first time they run the level, it would run slower, as it caches this into binary. It would then load this binary every time they play, unless they make changes again, in which case they would take a performance hit the first time it deals with the XML again.
He pointed out this is a standard practice in many production game companies and that he would expect out level loading to be slow without this.
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5 years, 5 months
CALL FOR VOTES: Changing the name of “Funky God Mode”
by Quintus
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA256
C A L L F O R V O T E S
2nd vote October 25th, 2015
Hi everyone,
this is a formal Call for Votes (CfV) as per § 9 VotR. It officially
opens the voting period for the vote described below, that is, you are
now free to exercise your right to vote. A vote that is accepted by the
team results in a final decision on a topic and determines how to
proceed, so please take care before you participate.
Allowed to vote is any team member, which as per § 1 VotR is everybody
who is publically listed as a member of the “Secretchronicles”
organisation on GitHub. These are the following eight people:
- - brianvanderburg2, aka simpletoon
- - DarkAceZ
- - datahead8888
- - Luiji
- - Quintus
- - sauer2
- - sydneyjd
- - xet7
Proponent
°°°°°°°°°
The vote was proposed by me, Quintus <quintus(a)quintilianus.eu>.
Vote Subject
°°°°°°°°°°°°
There was a discussion spawned in the issue tracker (ticket #441[2])
about whether or not to rename the special mode that makes Alex
invincible from “Funky God Mode” to something different. The main
argument was that the term might be perceived as an unnecessary and
maybe even blasphemic use of the name of God for highly religious
Christians. There has been a good number of pros and cons being
exchanged on the tracker, which I advise everyone to carefully read
before making a decision.
As it appears to be impossible to find a compromise (one can’t really
change the name only partly) and there are people arguing for both
options, I determined a vote was necessary to clear the matter up.
To ease things, this vote not only decides about whether to rename
current God Mode, but also about what to rename it to exactly to prevent
nececcisity of another voting procedure. By voting for option 1 below,
you indicate you want to keep the current naming, voting for any other
option is a vote against the current naming and in favour of another
name (the one you vote for).
Vote Options
°°°°°°°°°°°°
Option 1: Funky God Mode (i.e. keep the current naming)
Option 2: Funky god mode (“God” not capitalised)
Option 3: God Mode
Option 4: Dog Mode
Option 5: Invincible Mode
Option 6: Omega Mode
Option 7: Underdog Mode
Voting Period
°°°°°°°°°°°°°
The voting period has started now. It ends on 2015-11-01 23:59 UTC.
Procedure
°°°°°°°°°
As nobody requested a covert vote, this vote will be held as an open
vote. Please vote by sending an email indicating the option you voted
for to the mailinglist, make an according post to the forum topic
corresponding to this message, or post on the tracker in the ticket
where the vote announcement was published as well. Everybody has only
one vote. If you have a GPG keypair, please use it to sign the message
(this is optional, but recommended).
If no single option receives the most votes (but multiple ones win), a
second vote is held with the set of options reduced to those options
that received the most votes.
If option 1 wins, the current name of “Funky God Mode” will not be
changed now or in the future. Any other option means changing the name
to whatever got the most votes.
Quintus
TSC project lead.
- --
#!/sbin/quintus
Blog: http://www.guelkerdev.de
GnuPG key: F1D8799FBCC8BC4F
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5 years, 5 months
Turning off the Music for the SFML Port...
by datahead
Post via forum by datahead <cjj_009@xxxxxxxxxx>:
I sometimes turn off the music for TSC if I'm starting and stopping frequently while debugging/developing. This lets me play other music that is not continuously interrupted.
What is the best way to turn it off in the SFML port given that the menus are all deactivated.
I assume it would be to manually edit a settings file. I could probably find it with some time, but if someone knows it off the top of their head, it would be greatly appreciated.
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5 years, 5 months
Who calls cLevel_Player::Update?
by datahead
Post via forum by datahead <cjj_009@xxxxxxxxxx>:
Who calls cLevel_Player::Update?
Is it somehow called by cLevel::Update, along with all the other actors there? This is just a guess.
[code]
void cLevel::Update()
{
// Update all the actors.
std::vector<cActor*>::iterator actiter;
for(actiter=m_actors.begin(); actiter != m_actors.end(); actiter++)
(*actiter)->Do_Update();
..........
[/code]
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5 years, 5 months
Was the Apple code removed from main.cpp?
by datahead
Post via forum by datahead <cjj_009@xxxxxxxxxx>:
Was the Apple code in main.cpp simply removed in the SFML port branch? This code is present in devel.
This was code within:
[code]
#ifdef __APPLE__
[/code]
Did the code serve no purpose, or are we just not sure that it will work at all if someone ports to Apple?
We probably will eventually port TSC to an Apple dev environment, so we'd want to make sure we provide as many resources as possible.
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5 years, 5 months
List of Active Levels...
by datahead
Post via forum by datahead <cjj_009@xxxxxxxxxx>:
The cLevelScene class maintains a list of active levels, named m_active_levels.
What is the purpose of having multiple active levels?
Is it referring to multiple sub levels for a given played level, multiple levels in a world, or something else?
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5 years, 5 months