Progress Update: NitroGUI v2.0 To Be Fully Scripted I've been developing a plan for the implementation of NitroGUI v2.0, and I've come to a conclusion: The main functionality of the interface has to be a fully scripted system! This means that I will more easily be able to tweak, edit, and generally...
How is it slow? Does it have a wait x seconds (or frames) or something? or is it doing way too much calculations? Are you doing multithreaded or single core? What OneOf99 said. The algorithm takes some amount of time before it finishes. A 16x16 in Temple levels, assuming it doesn't fail, takes arou...
I'd maybe think about making connections based on corners. (...) When you're scanning for valid connections during setup, ensure that there are valid solutions for each corner based on the adjacent tiles. (...) The current code is basically a brute-force version of attempting to pick tiles that are...
Perlin Hunter 3 Perlin Hunter 3 is an automatic tile layout generator that I'm working on. It will be able to produce random levels (tile layouts) with one click. There hasn't been much progress up until now (late April 2018). The most recent progress involves a version of the algorithm that picks ...
Graphics Engine Test DELTA Game Engine v0.0.7.0 r02 This build has font functionality working. The test is for graphics working through the Compositing Engine. Some bugfixing work has been done on the input code, as well as a few crash prevention measures. The percentage and FPS meters etc. are bac...
DELTA Game Engine v0.0.7.0 r02 This build has font functionality working. The test is for graphics working through the Compositing Engine. Some bugfixing work has been done on the input code, as well as a few crash prevention measures. The percentage and FPS meters etc. are back again, now that DEL...
DELTA Game Engine v0.0.7.0 r01 This build has the newest input improvements. This prevents several glitches from happening. :geek: >>> DOWNLOAD LATEST VERSION <<< Controls: ⋅ ESC key exits the program. ⋅ Q and W to flip the background image. ⋅ Keys 1 through 4 change w...
New Input Engine Test DELTA Game Engine v0.0.7.0 r01 This build has the newest input improvements. This prevents several glitches from happening. :geek: There are new messages that can appear in the DebugLog.txt depending upon your configuration. The program generates an XDQ (Delta Device Map) file...
As it turns out, ALL of the input bugs that were just fixed in the DELTA rewrite also affect the latest DKCRE release. I won't be able to update DKCRE until NitroGUI v2.0 is done, but the bug fixes will deal with some problems that the RE interface was having. NitroGUI v2.0 will probably take me at ...
Progress Update: Input Rewrite Done!!! I've finally gotten all of the input code reworked and rewritten. There was one major bug causing input to be skipped (This bug was in previous versions of DELTA!!). Turns out that GetRawInputBuffer() causes some of the input messages to be ignored, so I've re...
Progress Update: More of Rewrite Done I've completed the video and rendering section of the rewrite, but the input code remains. (I can at least draw a sprite on the screen now!) The input routines are some of the messiest that I've got. So - rather than mostly copying what's there already - I'm go...
Progress Update: 1/3 of Rewrite Done, LUCIDs Revised The new rewrite of the code is at 8048 lines of code. That means I'm roughly one third of the way through it all (not all of the code has to be re-written). ----------------------------------- LUCIDs (Logically Unique Class Identifier) have been ...
UPDATE: DELTA Undergoing Major Re-Write I've come to the point of deciding that my code is too messy to continue with normal development, and I'm redoing the entire thing from scratch. This means that I have to take all of the existing code and piece it back together like a jigsaw puzzle. I'm unsur...
Sorry, but I'm not collaborating with anyone on the code. This is closed-source. DELTA Suite will eventually be a sold product, so I'm being careful on just how much is included in a demo release. The main engine is supposed to be free (but closed source), so I can continue these testing demos witho...
I've compared the previous version of DELTA with this release... the graphics are twice as fast!! DELTA v0.0.6.B r101 ---- 24 render and 18 video for a total of: 42% usage DELTA v0.0.7.0 ---------- 23 combined render AND video for a total of: 23% usage The FPS meter still seems to have periodic hicc...
Main Engine Test!! DELTA Game Engine v0.0.7.0 Here it is... DELTA utilizing the new graphics compositing code to run an engine test! Please post what 3 usage numbers you see in the bar across the top. DOWNLOAD HERE Features: ⋅ NEW Graphics Compositing Code!! DELTA now has very fast sprit...
Delta Game Engine v0.0.7.0 >>> DOWNLOAD LATEST VERSION <<< Features: ⋅ NEW Graphics Compositing Code!! DELTA now has very fast sprite-based rendering. ⋅ A nice stable test screen. Controls: ⋅ Q and W to flip the background image. ⋅ Keys 1 through 4 change wh...
I've done some research on the graphics usage and it appears that there is a usage "penalty" other than the graphics code. This usage penalty is around twice as heavy during windowed mode. For example, in 1280x1024 the base usage is about 9% ... but as the engine runs (after a handful of s...
UPDATE: Rebuild of Main Engine In Progress The current test build doesn't use NitroGUI. Sadly, NitroGUI has been torn away from the basic graphics functionality in an effort to simplify the main engine's code so that I can integrate the new Graphics Compositing Engine. I will have to re-integrate N...
You're correct! DKCLB is a toolkit to be used with DELTA. It will extract rom resources into something DELTA can use. All LB objects will be hand-coded. DELTA is the engine/editor that will play/edit DKCLB levels (the editor is a separate exe file). There will definitely end up being a few Mario fan...
I'm working on the rendering engine for DELTA right now. That happens to include interface upgrades that will force me to re-code a whole lot of what I've done to fit the new rendering format. Those upgrades might filter over to DKCRE if I have time. You could call v0.0.7.0 "on hold" or so...
DKCRE doesn't have undo/redo because it's very difficult and time consuming to program in. You need to have a generic changes recording system to do that (full history and revertible commands). This makes for one of the most sought after but unfortunately very lengthy features-to-make to date. The i...
Something To Update On (Finally) With the blenders and MMX Compositing sitting near completion, I have a seperate venture to go off on... a GUI upgrade. I'll be doing some things to the GUI structure itself so that I can enable it to be used with the new MMX code, but also to enhance its functional...
The vast majority of the blenders are completed, only a few remain. After this is the graphics commands engine, which handles everything from layers, to special effects, to draw commands. There are many sub-engines involved in DELTA, but the MMX Compositing Engine (lowest level graphics, pixel math)...
But of course. ;) I have the latest debug version up and running again, ready for more debugging and design madness. B/ You may be happy to hear that I've been able to thoroughly test the HD modes (this was a while ago) and they are capable of at least 2560x1024 with full alpha. I expect it to gain ...
Aspect ratio will be no problem for DELTA to handle.
Things have advanced much more; there are now plans (it can be implement now) for dynamic camera *zoom* in in both X and Y axes separately, so any scale-up-retro-graphics situations will be well served.
If I've not mentioned this before, the physics you see in DKCRE for DKC1's Mine Cart Carnage are the exact computed lines for the track pieces, the physics actually LOOK like that.
Copying those 16x32 tiles is the best way to get an accurate physics surface for the minecart tracks.
1GB is a bit much for users to download; please consider improving on the download filesize for your next fangame. Oh, and the RAR you uploaded it in was ***250MB larger*** than the extracted contents!! :shock: (Also pay attention to compression modes when RARing/ZIPing/7ZIPing!!) Below 300MB is a ...
DKCLB isn't anywhere near being completed, unfortunately. You can try the latest DELTA demo >>> OVER HERE <<< that demonstrates the physics test but that's only before I decided to split DELTA off into its own massive, much more capable game editor project. Have a read through This Thread and This ...