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The Thread of Video Game Making, entropic style

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  • SoaLSoaL fantastic Registered User regular
    edited August 2013
    i'm making some 7DFPS thing here:

    http://7dfps.com/?action=games&id=128
    There's a webplayer linked there that I update every couple of hours as i add stuff

    SoaL on
    DKFA7.gif
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    hello fellow video game makers. how are you?

    i'm at a bit of a creative block, because it's pretty exhausting trying to constantly work on your project in your spare time while you have a day job. especially by yourself. i wish i had someone to bounce ideas off of who worked on the same team.

  • MugginsMuggins Registered User regular
    I dream of the day I can go back to working on a project I'm actually invested in. Not only does working on a contract basis make it difficult, but it doesn't help that some projects are just not my cup of tea.

    BdVvFJu.jpg
    hey satan...: thinkgeek amazon My post |
  • DelzhandDelzhand Registered User, Transition Team regular
    I had a slow month last month, but I've been back making progress for the last few weeks. Right now I'm trying to figure out what I should do for UI that works both for mobile and desktop.

  • DelzhandDelzhand Registered User, Transition Team regular
    You know, I think the hardest thing about working alone is that sometimes you'll have a highly specific problem, and you know the answer isn't on Google, and it's not the kind of thing you can ask for help on, because there are a number of necessary variables in play.

    Like I've got damage popup text mostly working when I test my game on the computer, but on my phone, there's just nothing there. And there's nothing to do about it except pick at different things until I get that spark of an idea that leads to what the issue is.

  • Squidget0Squidget0 Registered User regular
    edited September 2013
    Delzhand wrote: »
    You know, I think the hardest thing about working alone is that sometimes you'll have a highly specific problem, and you know the answer isn't on Google, and it's not the kind of thing you can ask for help on, because there are a number of necessary variables in play.

    Like I've got damage popup text mostly working when I test my game on the computer, but on my phone, there's just nothing there. And there's nothing to do about it except pick at different things until I get that spark of an idea that leads to what the issue is.

    For this kind of problem, I've found its best to go back to the basics and work forward. Can you get text, any kind of text, drawing directly on the phone? The context doesn't matter at first, just get something to draw.

    Once you've got the most basic form, start moving it one step at a time towards whatever feature isn't working. Like maybe the first thing you do is change the font to be whatever font you're using for the damage numbers. Then you start to play with the opacity and see if that changes anything. Then start moving the text around so it rises like your damage numbers do. Just go through step by step and eventually you should either have code that does what you want, or you'll have found exactly where it fails, and have a pretty decent idea of how to proceed.

    Waiting for a flash of insight works sometimes, but I don't like to rely on it.

    Edit: You'll want to figure out what limitations on font rendering your phone has too. I haven't done any iPhone programming too recently, but when I did a game a while back OpenGLES had no working spritefont support. We ended up having to roll our own font functions by taking letters off a sprite sheet and drawing them one character at a time, as well as having functions that figured out all the letter widths and formatting. That sucked.

    Squidget0 on
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    Delzhand wrote: »
    I had a slow month last month, but I've been back making progress for the last few weeks. Right now I'm trying to figure out what I should do for UI that works both for mobile and desktop.

    I'm working on UI stuff right now, and I can tell you it's not a snug fit to use one UI for both platforms. I couldn't play Clash of Clans on my phone earlier this year because UI text was small and unreadable. Even for a universal app, design separate UIs for different devices.

    IMO.

  • DelzhandDelzhand Registered User, Transition Team regular
    edited September 2013
    Oh yeah, text appears just fine in a general case. I'm sure it's nothing big. There's probably just something weird going on between the code that scales the UI for desktop/mobile and the code that converts world position to screen position. I'm using the main camera to get the position of the object, but I'm then making the UI camera the parent of the text object so it's never obscured by anything.
    Delzhand wrote: »
    I had a slow month last month, but I've been back making progress for the last few weeks. Right now I'm trying to figure out what I should do for UI that works both for mobile and desktop.

    I'm working on UI stuff right now, and I can tell you it's not a snug fit to use one UI for both platforms. I couldn't play Clash of Clans on my phone earlier this year because UI text was small and unreadable. Even for a universal app, design separate UIs for different devices.

    IMO.

    The good thing is that most interaction is touch/click based anyway, clicking on actual game elements. I've been trying very hard to avoid UI buttons and controls, but there's always going to be a command menu in an SRPG. The hardest part is making the command buttons large enough to touch easily without obscuring the game field.

    MrxqeLpl.png

    Each unit could conceivably have 8 abilities plus Move, Status, and End. I think maybe the command menu just needs its own button style. I just need to find what skill has the longest name. Maybe the action commands need some kind of sub-menu. I wanted to avoid that, but it's probably the most sensible solution.

    Delzhand on
  • TenTen Registered User regular
    Our adventure game is coming along slowly, but progress is being made - we have our first proper meeting with our character design/background artist tonight, and from what she's done so far I'm really optimistic about how that's going to work out. I've been writing a new engine in Monogame, just putting in a few hours here and there but it's going to mean we can be a lot more flexible than if we used AGS, which is just a mess if you're coming at it from an actual programming background.

    I'm hoping I can get enough momentum going with the project that there is still work happening once our baby comes at the end of November, because I don't think I'm going to be able to commit too much time towards it for a while after that.

  • Squidget0Squidget0 Registered User regular
    Also, if anyone happens to be a 2D artist and/or website person, there is a huge niche available right now for a site that sells good-quality game-ready 2D game assets.

    Like, there are tons of options for buying professional 3d game art. The Unity app store and places like Turbosquid let you find pretty much whatever you need, often with animations and textures and whatever else. But there's no similar resource for 2D art that I have found. Everyone just seems to rely on the LostGarden stuff and whatever users post onto OpenGameArt.

    Lots of people want to make indie games in 2D, but nobody seems to be filling the art niche, so you have to either commission everything or use freebies. It's very odd.

  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    working on stuff tonight is just a huge grind. forge onward, my friends

  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    I was hoping to get more done today. Gotta spend the rest of the week preparing for and then at indiecade.

    I'm still not sure what it's going to be like or what to put on my business cards.

  • HoukHouk Nipples The EchidnaRegistered User regular
    I was looking at attending indiecade when you mentioned it since i live ~45 min from there, but I'm out of town that entire week :(

    super bummed i can't make it. what're you gonna be doing there?

  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited October 2013
    I downloaded unity and 2d toolkit the other day, struggling through figuring out how to use it

    Current challenges involve making a sprite not distort while moving and making a moving object stop when it hits another, before their collision maps overlap

    Right now one object goes slightly inside the other and then on the next frame "bounces" back to the edge of what it hit

    I think ray casting is the thing I need to use to make that not happen?

    Speed Racer on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    I was hoping to get more done today. Gotta spend the rest of the week preparing for and then at indiecade.

    I'm still not sure what it's going to be like or what to put on my business cards.

    Times new Roman, black text on white on the dead center

    "Orikaeshigitae, Video Gamesman"

  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    Houk wrote: »
    I was looking at attending indiecade when you mentioned it since i live ~45 min from there, but I'm out of town that entire week :(

    super bummed i can't make it. what're you gonna be doing there?

    no idea. networking. i was hoping to have a walkaround demo of LP5, but honestly it's still in preproduction and it was kind of a waste of time to try and rush a build.

    giving out business cards, attending talks, making friends, hopefully getting jobs.

    we'll see. i got really excited that Frictional announced SOMA this morning, but then really sad that I'm not making cool games yet. It's the long haul.

    @Speed Racer yes.

  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited October 2013
    Houk wrote: »
    I was looking at attending indiecade when you mentioned it since i live ~45 min from there, but I'm out of town that entire week :(

    super bummed i can't make it. what're you gonna be doing there?

    no idea. networking. i was hoping to have a walkaround demo of LP5, but honestly it's still in preproduction and it was kind of a waste of time to try and rush a build.

    giving out business cards, attending talks, making friends, hopefully getting jobs.

    we'll see. i got really excited that Frictional announced SOMA this morning, but then really sad that I'm not making cool games yet. It's the long haul.

    @Speed Racer yes.

    so, let me check and see if what i'm doing is right here

    just for the sake of experimenting, i have two objects aligned in a vertical line, 4 units apart from one another. they both have box colliders

    the higher one is a rigidbody

    at startup i assign the upper one a velocity of -1 downwards, so it moves down until it hits the lower one and stops on top of it

    like i said that makes an issue where it briefly overlaps the lower one before resolving into the correct position

    to fix that, I've got a raycast set up with a starting point of the falling object's position, pointing straight down. When the ray hits the lower object, the upper object's velocity is set to 0.

    I don't want that raycast to return as true until, essentially, the two objects are directly contacting one another as if they have collided. So i need to set the length of the ray with that goal in mind

    setting it to too low of a value will make it basically not do anything at all. setting it to too high of a value will make the effect of the ray kick in too early, and the object kind of wigs out and ends up moving down at a severely reduced rate until it collides with the other object

    i've got the ray to a level where the object just sort of jitters when it collides but that's still not ideal, and i'm sloooooowly reducing the jitter just by experimentally tweaking the length of the ray

    but i've got to think that there must be some math procedure i could use to determine exactly how long the ray should be

    and actually writing this out i'm thinking it should just be the object's velocity divided by the framerate, right? assuming the velocity represents "units per second," then dividing it by the frame rate should get you how far it travels in a single frame, right?

    EDIT: clearly there is a flaw in my logic because this doesn't work

    Speed Racer on
  • DelzhandDelzhand Registered User, Transition Team regular
    Admittedly I haven't worked with colliders in Unity beyond using them as click targets, but when I was doing 2D platformer stuff in XNA, I had the collision check done in the same update call as the collision handling. I guess in unity it would be "check for collision, and if a collision occurs, move the object to a point where it's not colliding".

    So basically you're not anticipating collisions, but responding to them between draw calls. I think it's probably easier to figure out where to "eject" a collided object than "predict" if there's going to be a collision in the next frame.

  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    Hm, ok

    I'll have to play with it more when I get home. I haven't found a way yet that would let me do what you're suggesting but it can't be that hard

    I guess you could set up a while loop to shift the moving object's position up until it's no long overlapping the other object?

  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    Houk wrote: »
    I was looking at attending indiecade when you mentioned it since i live ~45 min from there, but I'm out of town that entire week :(

    super bummed i can't make it. what're you gonna be doing there?

    no idea. networking. i was hoping to have a walkaround demo of LP5, but honestly it's still in preproduction and it was kind of a waste of time to try and rush a build.

    giving out business cards, attending talks, making friends, hopefully getting jobs.

    we'll see. i got really excited that Frictional announced SOMA this morning, but then really sad that I'm not making cool games yet. It's the long haul.

    @Speed Racer yes.

    so, let me check and see if what i'm doing is right here

    just for the sake of experimenting, i have two objects aligned in a vertical line, 4 units apart from one another. they both have box colliders

    the higher one is a rigidbody

    at startup i assign the upper one a velocity of -1 downwards, so it moves down until it hits the lower one and stops on top of it

    like i said that makes an issue where it briefly overlaps the lower one before resolving into the correct position

    to fix that, I've got a raycast set up with a starting point of the falling object's position, pointing straight down. When the ray hits the lower object, the upper object's velocity is set to 0.

    I don't want that raycast to return as true until, essentially, the two objects are directly contacting one another as if they have collided. So i need to set the length of the ray with that goal in mind

    setting it to too low of a value will make it basically not do anything at all. setting it to too high of a value will make the effect of the ray kick in too early, and the object kind of wigs out and ends up moving down at a severely reduced rate until it collides with the other object

    i've got the ray to a level where the object just sort of jitters when it collides but that's still not ideal, and i'm sloooooowly reducing the jitter just by experimentally tweaking the length of the ray

    but i've got to think that there must be some math procedure i could use to determine exactly how long the ray should be

    and actually writing this out i'm thinking it should just be the object's velocity divided by the framerate, right? assuming the velocity represents "units per second," then dividing it by the frame rate should get you how far it travels in a single frame, right?

    EDIT: clearly there is a flaw in my logic because this doesn't work

    just to make sure, you're using fixedupdate, right? physx's timing is very precise, so if you're using framerate-dependent updating you're gonna get jitter like that unpredictably.

  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    Ah no I am not using fixed update. I will try that when I get home

  • premiumpremium Registered User regular
    FixedUpdate happens every physics frame as determined in the time manager, independent of the (often fluctuating) framerate that determines when the Update events happen.
    All of the rigidbody stuff like movement and collisions happens in the physics frames, so you need to check your collisions, change velocity, etc in FixedUpdate or wonky shit happens.

  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited October 2013
    so then from there how would i determine how long my ray would need to be

    when i was using update i was multiplying the velocity by Time.deltaTime to determine how long it had been since the last frame to approximae the current frame rate

    is there a similar function for determining how much time has passed since the last physics step?

    or are you talking about using delzhand's method

    Speed Racer on
  • DelzhandDelzhand Registered User, Transition Team regular
    edited October 2013
    I've come up with a pretty good UI solution for my earlier problem:
    xJOJgkLl.png
    LkbLdlsl.png
    4bqERYOl.png

    Delzhand on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    i am

    so utterly confused right now

    i'm trying to made a 2D sprite-based game

    at the suggestion of some folks on the unity website i bought 2dtoolkit, and am using its special camera, which as far as i can tell mostly has the benefit of automatically scaling and cropping for different aspect ratios

    i've told the camera that i'm using a "native" resolution of 640 by 1152, which is just a hair off from being a 16:9 ratio

    I have the orthographic size of the camera set to 5, which according to all of the documentation that i can find, represents half of the height of the viewing area

    I'm using 64x64 sprites, which, given the native resolution, should mean that I can fit 10 sprites vertically or 18 sprites horizontally

    but then i place a 1x1 square with a 64x64 sprite on it in the bottom left corner

    and then try to place a second one right next to it

    and it has to be 2 units over, instead of just 1

    so that i can only fit half as many sprites as the math tells me i should

    i could just halve their scale or double the size of the camera but

    i would really love to know what the hell

  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    are you using orthographic size or pixels per meter in the camera settings? also could you try to explain your problem again because i cannot understand that post

  • MachwingMachwing It looks like a harmless old computer, doesn't it? Left in this cave to rot ... or to flower!Registered User regular
    edited October 2013
    so then from there how would i determine how long my ray would need to be

    when i was using update i was multiplying the velocity by Time.deltaTime to determine how long it had been since the last frame to approximae the current frame rate

    Honestly, you shouldn't have to rejigger the collision once you're using FixedUpdate. I never had issues with collision wonkiness there. Just checking for collision and killing the velocity should be enough.

    Machwing on
    l3icwZV.png
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    time.deltatime in fixedupdate uses time.fixeddeltatime already, so just adding "fixed" to update() should work okay

  • GarthorGarthor Registered User regular
    Machwing wrote: »
    so then from there how would i determine how long my ray would need to be

    when i was using update i was multiplying the velocity by Time.deltaTime to determine how long it had been since the last frame to approximae the current frame rate

    Honestly, you shouldn't have to rejigger the collision once you're using FixedUpdate. I never had issues with collision wonkiness there. Just checking for collision and killing the velocity should be enough.

    The biggest issue occurs when you have an object moving quite fast in a downward direction, affected by gravity. It will stop above the ground, and then start to accelerate downwards again. Best option probably is to detect the impending collision, and then move it down to touch the other object, within the range of one tick of gravity.

    As for Time.deltaTime... it will still work in FixedUpdate(), so there's not really any reason not to use it.

  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited October 2013
    i'm using orthographic size but maybe pixels per meter would be better

    okay tryin' to restate it:

    I'm trying to set up a 2D, sprite-based game, with character sprites at a size of 64x64 pixels. I've set the native resolution to 1152x640, which is slightly more than a 16:9 ratio (it just occurred to me that i should just use 1024x540 to get it exact but that's neither here nor there). Since each sprite is 64 pixels tall and 64 pixels wide, i should be able to to stack 10 sprites top-to-bottom, or 18 sprites side-to-side, and it should fit in the viewing area

    I have the orthographic size of the camera set to 5, since my understanding is that that represents half of the height of viewing area.

    but instead, i only fit a vertical column of 5 sprites, or a horizontal row of 9 sprites, and i don't understand why

    with the viewing area's origin and the sprites' origins both set to the bottom left corner, the first sprite goes into position (1,0,0). Logically, I would think the next sprite should go into the position (2,0,0), since the sprite's size is 1x1.

    But doing that, the half of the second sprite overlaps half of the first. The only way to make them stand side-by-side is to move the second sprite to (2,0,0)

    and I have no idea why it's twice as much as I think it should be, unless

    i tried switching it over to pixels per meter and setting that to 64, that superficially looked identical so i just switched it back. But maybe it actually is different and what I should be using to get what I want out of it


    Does the size of an object maybe represent the object's "radius" in that direction, as in if you draw a line parallel to the x, y, or z axis from the center of the object to the object's outer edge, then that equal's the object's size in that dimension? That would explain why the objects translate half as far as I think they should.

    EDIT: Yeah I just messed with it some more and doing 64 pixels per meter is the exact same as setting the orthographic size 5

    I'm thinking i've got to be right about misunderstanding what "Scale" represents because nothing else makes sense

    Speed Racer on
  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    Garthor wrote: »
    Machwing wrote: »
    so then from there how would i determine how long my ray would need to be

    when i was using update i was multiplying the velocity by Time.deltaTime to determine how long it had been since the last frame to approximae the current frame rate

    Honestly, you shouldn't have to rejigger the collision once you're using FixedUpdate. I never had issues with collision wonkiness there. Just checking for collision and killing the velocity should be enough.

    The biggest issue occurs when you have an object moving quite fast in a downward direction, affected by gravity. It will stop above the ground, and then start to accelerate downwards again. Best option probably is to detect the impending collision, and then move it down to touch the other object, within the range of one tick of gravity.

    As for Time.deltaTime... it will still work in FixedUpdate(), so there's not really any reason not to use it.

    ohhhh okay i just assumed that it was checking the time since the last game frame, not the last time that the function it's in was called. That makes a lot more sense though

  • DrDinosaurDrDinosaur Registered User regular
    I'm working on making a game in C++. Is there any normal way to do UI? Right now I just have a series of bools that I flip to true when certain UI elements are being displayed and check them when the mouse is clicked to see if the x and y coordinates of the click are on any of the interactive points.

  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    here's what the dude says:
    I probably take for granted that people know and understand what an orthographic camera is.
    From the unity documentation: "Orthographic Camera will render objects uniformly, with no sense of perspective"

    The size of an ortho(graphic) camera is half of how many units it sees vertically. So if the size is 10, the top and bottom coordinates will be -10 to 10 respectively. Units are arbitrary and relative to the size of the scene, and only have any relevance when it comes to physics. A non-centered ortho size refers to the fact that the tk2dCameras origin is on the bottom left of the screen, where 0, 0, = bottom left.

    But the problem you're experiencing likely has nothing to do with this. Try this -

    In the tk2dCamera, tick "Force Editor Resolution" and type in 768x1024 in there. The tk2dCamera always tries to make the game window pixel perfect, so if you had it scaled down rather than displaying in full resolution, it will use that overridden resolution rather than the number of pixels visible in the game window.

    The tk2dCamera has no real parameters apart from this one which is used to force the editor to display at a particular resolution. (well, just ignore resolution override for now). That is because it is built to always scale itself to make 1 world unit = 1 pixel.

    give that a shot? http://unikronsoftware.com/2dtoolkit/forum/index.php?topic=409.0

  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    DrDinosaur wrote: »
    I'm working on making a game in C++. Is there any normal way to do UI? Right now I just have a series of bools that I flip to true when certain UI elements are being displayed and check them when the mouse is clicked to see if the x and y coordinates of the click are on any of the interactive points.

    That's a decent place to start. It gets a little uglier when you start having to nest UI controls like text inside of buttons inside of windows inside of... etc

    My recommendation is to consider digging for a super basic UI lib compatible with your graphics rendering library


    like... i have actually built menu systems from scratch... and it can be done, but really once you reach a certain level of complexity, you'll start weeping

    this is a discord of mostly PA people interested in fighting games: https://discord.gg/DZWa97d5rz

    we also talk about other random shit and clown upon each other
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    DrDinosaur wrote: »
    I'm working on making a game in C++. Is there any normal way to do UI? Right now I just have a series of bools that I flip to true when certain UI elements are being displayed and check them when the mouse is clicked to see if the x and y coordinates of the click are on any of the interactive points.

    As far as I know, the normal way is however you can get it to work reliably when you're coding alone. It gets a little more shifty when you're working with others, but even then.. why worry? Just make the thing :)

  • agoajagoaj Top Tier One FearRegistered User regular
    I had a big win last week being able to improve image loading on android from taking 1,367ms to 170ms

    Now sound is going to completely ruin me.

    ujav5b9gwj1s.png
  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    agoaj wrote: »
    I had a big win last week being able to improve image loading on android from taking 1,367ms to 170ms

    Now sound is going to completely ruin me.

    What did you change?

    this is a discord of mostly PA people interested in fighting games: https://discord.gg/DZWa97d5rz

    we also talk about other random shit and clown upon each other
  • The AnonymousThe Anonymous Uh, uh, uhhhhhh... Uh, uh.Registered User regular
    Jasconius wrote: »
    DrDinosaur wrote: »
    I'm working on making a game in C++. Is there any normal way to do UI? Right now I just have a series of bools that I flip to true when certain UI elements are being displayed and check them when the mouse is clicked to see if the x and y coordinates of the click are on any of the interactive points.

    That's a decent place to start. It gets a little uglier when you start having to nest UI controls like text inside of buttons inside of windows inside of... etc

    My recommendation is to consider digging for a super basic UI lib compatible with your graphics rendering library


    like... i have actually built menu systems from scratch... and it can be done, but really once you reach a certain level of complexity, you'll start weeping
    I'd say it depends more on your requirements than anything else.

    If all you need is really basic stuff like buttons, images, text etc., you could knock out a display management interface with SDL2 in a day or three.

    If you need the whole nine yards, with stereoscopic rainbows and LSD unicorns and all kinds of magical stuff, then yeah, that's gonna take a while and you aren't getting away with not designing shit.

    Also it's a good thing you picked C++ for this, because I really wouldn't want to tackle this stuff in plain old C. That's a level of insanity even I'm not entirely willing to touch.

  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    my benchmark is... if you have anything in your UI that you will need to scroll up and down, or move around like a window

    seek help

    this is a discord of mostly PA people interested in fighting games: https://discord.gg/DZWa97d5rz

    we also talk about other random shit and clown upon each other
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    agoaj wrote: »
    I had a big win last week being able to improve image loading on android from taking 1,367ms to 170ms

    Now sound is going to completely ruin me.

    yeah... fuck sound.

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