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The next update is just going to be a long list of bug fixes to get Tiamat Sacrament to more or less work. I need to start testing games one by one and coding right through them.
More Stuff
With the draw picture command, can we choose what layer the picture is drawn on?
GUI elements are in their own layer, and they are drawn in order (draw commands made later go on top of earlier ones). Actually here's the current draw order:
So the battle animations are much below the gui builder and the gui builder is very high, just below the actual menu.
void wcnucleus_draw()
{
font *fon;
/* Title screen */
if(wcnucleus_get_mode() == WCRPG_TITLE_SCREEN)
{
/* Draw title screen */
wcnucleus_title_tex->draw(0,0);
/* Draw menu */
if(wcnucleus_main_menu)
wcnucleus_main_menu->draw(0,0);
/* Draw music info */
if(wcnucleus_step == 2)
{
fon = wcrpg_get_sysfont();
fon->draw_text(0,16,"Music Test (%d songs)",wcmaterial_count(MATERIAL_MUSIC));
fon->draw_text(0,24,"Song #%d",(wcnucleus_current_song+1));
fon->draw_text(80,24,wcmaterial_name(MATERIAL_MUSIC,wcnucleus_current_song));
}
}
/* Draws the current level */
if(wcnucleus_get_mode() == WCRPG_MODE_MAP_VIEW || wcnucleus_get_mode() == WCRPG_MAP)
wclevel_draw();
/* Draw screen shader */
wcdraw_screen_shader();
/* Here is where the tint level is */
wcnucleus_handle_tint();
/* Picture layer */
wcpicture_draw();
/* Battle layer */
wcbattle_system_draw();
/* Pop up numbers */
wcpopnum_draw();
/* Animation layer */
wcanimation_draw();
/* Effect layer */
wcfx_draw();
/* Trans later */
wctrans_draw();
/* Draws the menu layer */
if(wcnucleus_get_mode() == WCRPG_MAP)
{
wcguibuild_draw(); /* User defined gui elements */
wcmanage_draw();
wcmessage_draw();
wcquitmenu_draw();
wcstatusmenu_draw();
wcitemmenu_draw();
wcskillmenu_draw();
}
wcsavemenu_draw(); /* Drawn regardless of playing game or not */
wcdialog_draw();
/* Draw debugger stuff */
wcrpg_draw_debug();
}
emocleW edisnooM
Would it possible to use the tint screen function on only a specific tile/event, similar to what you did with the shader here? That would be pretty useful.
I just added the ability for you to use HLSL shaders in the game (on screen and on events so far). I need to add on tiles and figure out how to apply this during battle (along with tint).
Whacky Release
That's really bad, try checking your video drivers. It should show you what's wrong with the shader at the very least so now some weird error is happening.
Normal Attack
Whacky Release
I keep getting this whenever I try to start it up. Which is funny because the last release I tested worked fine. I copied and pasted all necessary files into the project directory as usual. Any insight?
I'll have to check this one out, but I know what's wrong, any of these are possible:
- My engine understands your video card does not support Shader Model 2.0 but it still tries to compile the shader for Tint Screen.
- Your video card is reporting that it supports Shader Model 2.0, but really doesn't and rejects the shader program.
There's a second error box after this one when you click OK, can you tell me what it says? It will contain the shader compiler error output.
There would be no ways to have it for linux...........................?
Of course not. I targeted the widest market for home desktop gaming so that my program is easier to make and easier to make work on the most machines. I'm sick of supposed open source open platform programs that run wonky on Windows and you would be too if I joined the pile- I've already got plenty of things to fix (see above).
Normal Attack
I made it impossible to make a slow battle, ATB speeds only get faster depending on the relative speeds of all participants.
Another Transition
Double post to notify and bump you that I fixed the horrible game-crashing bugs and this version should at least not freeze on move events or blackout when changing maps in the middle of transitions, it is now safe to download.
Another Transition
That and it's a nightmare to implement. I've got my hands full right now fixing the transition blackouts and the game freezing.














