Black Hole of Codes (U: Optimized, draw to scale, etc.)

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Re: DarkParadox's Black Hole of Codes(HUGE UPDATE, Canvas te

Postby DarkParadox » Tue Oct 29, 2013 11:06 pm

It's very possible. I'm in the middle of taking classes towards a programming degree, and GE is a nice way to try out the things I learn in general.
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Re: DarkParadox's Black Hole of Codes (Update, canvas text!)

Postby DarkParadox » Sun Nov 03, 2013 2:44 am

Oh hey some new stuff. I decided to work a little more on my text code to make it easier to use in terms of speed / code amount, and someone asked me about falling-sand style games in game-editor so I threw something up like that too.

Latest updates:
  • Canvas Tools now supports colour changing based on string codes "\a999" and transparency (buggy). It also has a bold style mode.
  • New game demo, falling-sand style pixel physics game.
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Re: DarkParadox's Black Hole of Codes (Update: Pixel Physics

Postby Jagmaster » Fri Nov 08, 2013 12:36 am

That water physics demo is so fun to play with. Too bad Ge can't handle (for lack of a better term) orbs of water akin to "where's my water" instead of pure by-pixel calculations.
Or maybe it can, idk.
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Re: DarkParadox's Black Hole of Codes (UPDATE: Canvas GUI, D

Postby DarkParadox » Sun Nov 10, 2013 4:22 am

Thanks for the compliment, Jagmaster. It's true GE can't do that style of physics properly yet, but when the new 1.5 update with OpenGL and Box2D physics comes around it'll most likely be possible!

As for updates,
I've put a bunch of extra work into my canvas stuff!

Latest updates:
  • ltCanvas Tools now has special canvas GUI elements that can be used, including editable text boxes!
  • Pixel Physics has been updated to V3! It shows off all the new GUI stuff, so you can go get the .GED from the main post, or grab the .EXE right here

Phys.exe
(1.48 MiB) Downloaded 104 times
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Re: DarkParadox's Black Hole of Codes (UPDATE: Canvas GUI, D

Postby bat78 » Sun Nov 10, 2013 4:42 pm

Taking C++ Class is really useful but expensive tho ;s
I was wondering why gE has some stdio function but not all x:
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Re: DarkParadox's Black Hole of Codes (UPDATE: Canvas GUI, D

Postby Hblade » Tue Nov 12, 2013 5:55 pm

This is extremely impressive dark!
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Re: Black Hole of Codes (UPDATE: GUI API, windows, menus, et

Postby DarkParadox » Fri Nov 22, 2013 7:47 pm

@bat78: Depends on how you're taking them.
@Hblade: Thanks man :D

Time for another big update!
Latest updates:
  • GUI functions now support the coloured text that it should have in the first place
  • Added window API, you can now make windows with the ability to "window shade" and any element can be bound to them.
  • Added menu API, you can now make menus which can have any element bound to them.
  • Added slider elements, because of course I should have.
  • Added tooltips, now any of your elements or actors can have tooltips on mouseover!

The documentation, main post, and canvas demo has been updated accordingly. I think I might put up a video showing how to get all the elements made too, but who knows when I'll end up doing that.
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Re: Black Hole of Codes (UPDATE: GUI API, windows, menus, et

Postby bat78 » Fri Nov 22, 2013 11:46 pm

Thanks dark!
We should be all grateful, since Dark is keeping like.. everything alive!
I like the way Dark is coding stuff, he works hard for effervescent effect. In the general sense.. i think Dark is the best with Drawing Functions.. And that will be the reason why i'll give one idea!

Maybe you can use map editor.. using Sand, Water etc to make an map for platformer.. Like.. you can put the main player anywhere, and when you press the activity button, he lives.. he got gravity, swimming in water etc.. and you can save the map after.

For the record (i don't know if the idea is used) I just mentioned..
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Re: Black Hole of Codes (U: Optimized, draw to scale, etc.)

Postby DarkParadox » Thu Dec 12, 2013 5:20 pm

@bat78: I might be able to figure out something like that, that's true. The problem isn't that though, it's really how slow drawing large blocks like in the physics demo is.
In fact, the drawing part is probably the most intensive out of all of them, surprisingly. I've been testing out some different methods of processing, and I can't seem to go quite over 10,500 pixels (not enough to fill a 320 x 240 view) when drawing at a scale of 4, even though they process smoothly. I'm still testing things out though.

Latest updates:
  • CHECK THE CHANGELOG :|
  • Just kidding
  • Added a changelog
  • Added drawing text to any scale (including stuff like 2.64 or whatever you want)
  • Added new drawTextS function to take the place of drawTextP.. but that's still there.
  • Added new in-text code "\v+0+0", changelog has instructions.
  • Added putpixeltoscale function
  • Updated the documentation to have some of the hidden functions that were a part of the API, and the new stuff
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Re: Black Hole of Codes (U: Optimized, draw to scale, etc.)

Postby JaroodaGames » Sun Jan 19, 2014 7:09 pm

Image
Unicode is possible.
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Re: Black Hole of Codes (U: Optimized, draw to scale, etc.)

Postby RadThadd » Thu Aug 06, 2015 11:30 pm

Anyone know how to get a lenses flair up an running?
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Re: Black Hole of Codes (U: Optimized, draw to scale, etc.)

Postby bat78 » Thu Aug 06, 2015 11:43 pm

RadThadd wrote:Anyone know how to get a lenses flair up an running?

Possibly, but please be more specific and elaborate.
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