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Re: [Bontz-team] graphics engine, makefile


From: Chuck
Subject: Re: [Bontz-team] graphics engine, makefile
Date: Thu, 3 Jul 2003 15:14:34 -0500

ok, i think i got it...
you now have multiple build options now.  you can build the project with any
of the following
make
make demo
make fishrace

although they all technically build the same bin right now.  i will have to
look into figuring out how to choose wich main it builds later.

----- Original Message ----- 
From: "Chuck" <address@hidden>
To: <address@hidden>
Sent: Thursday, July 03, 2003 2:38 PM
Subject: Re: [Bontz-team] graphics engine, makefile


> hmm, i would worry about synchronizing the sound, but other than that it
may
> work.
>
> well you are a bit too late for stealing credit of implanting the idea of
> another target in the makefile, i was thinking about that earlier today,
and
> wondering if i actually know how to do it...if you can do it, i will give
> you the credit then.
>
> ----- Original Message ----- 
> From: "Owen Swerkstrom" <address@hidden>
> To: <address@hidden>
> Sent: Thursday, July 03, 2003 2:10 PM
> Subject: [Bontz-team] graphics engine, makefile
>
>
> > Your only restriction is probably a good idea anyway,
> > the whole having animations in their own folders
> > thing.  We could actually do that for the movies too,
> > and save ourselves the trouble of integrating a divx
> > player or something.  We'd definitely want to go jpeg
> > though, PNGs would just be too huge.  But the videos
> > will be 640x240 (I love widescreen) and with 75%
> > quality jpegs floating around 13k at that size, we
> > could get about three seconds per meg, assuming the
> > film standard of 24 frames per second.  As long as the
> > sound library lets us get back some idea of how much
> > time has passed within the .ogg that's playing, we
> > should be able to synchronize pretty well.  24fps is
> > 41.666... milliseconds, so 42, 42, 41, 42, 42, 41 or
> > something...
> >
> > Uff, I got sidetracked.  Anyway about the game engine,
> > you've got sprites able to move around now (even
> > player-controlled, which is more than this minigame
> > will need) and you've got layers working.  So
> > basically getting the text menus going will probably
> > be the main challenge.  It would be neat if the text
> > was drawn in like in the old dragon warrior type
> > games, rather quickly, but still so you can see it
> > writing in.
> >
> > While we're sort of just getting started, why don't we
> > put a target in the makefile for this fish race
> > minigame.  So, (a long time from now) when someone
> > does "make" it will build bontz, and when they do
> > "make fishrace" it will just build a standalone
> > minigame.  We might want some #ifdef stuff in the
> > minigame's source to determine whether to make a
> > main() or not, so bontz itself could use the same file
> > for that part of the game as the standalone...  well
> > I'm spitting this out before having really thought it
> > through, just so you can have it in mind and if some
> > nice elegant solution comes to you I can steal partial
> > credit for planting the idea in your head :^)
> >
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>
>
>
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