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amiarcadia.lha - emulation/gamesystem
Apr 28, 2024
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ifarchive_dl.lha - utility/script
Apr 28, 2024
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kt_scripts.lha - utility/script
Apr 28, 2024
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stream.lha - utility/benchmark
Apr 27, 2024
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thumbnailmaker.lha - video/misc
Apr 26, 2024
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mce.lha - game/utility
Apr 23, 2024
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theme_list.lha - utility/misc
Apr 23, 2024
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faac.lha - audio/convert
Apr 22, 2024
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faad2.lha - audio/convert
Apr 22, 2024
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seq.lha - audio/misc
Apr 22, 2024
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Re: MAME any progress on a new version?
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Posted on: 2009/1/22 10:02
#181
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Not too shy to talk
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@MagicSN
Okay, thanks for clearing that up. I just wish there was a magic cure for my XMAME gaming, because my Sam is too slow at the moment for my capcom beat'em ups. I think there's room for improvement in both the OS and the compiler.
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Re: MAME any progress on a new version?
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Posted on: 2009/1/22 8:29
#182
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Not too shy to talk
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@MagicSN
Which version are you compiling? And is it a SDL compile or using native Amiga calls now?
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Re: Is Ibrowse 100% capatiable with SAM 4.1?
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Posted on: 2009/1/22 3:37
#183
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Not too shy to talk
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@Slayer
does the mouse freeze as well?
I found that the ppc javascript library had bugs, so I reverted to the 68k one. But it never crashed, it just displayed information on some websites wrongly, like on maxx.co.nz.
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Re: OWB 3.4
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Posted on: 2009/1/18 12:31
#184
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Not too shy to talk
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@joerg Quote: Implementing tabs is very easy, maybe I'll add it in the next version. But it will very likely only work on AmigaOS 4.1, not on AmigaOS 4.0 since it would be much more work supporting old versions of clicktab.gadget as well. Yes, please add tabs! If not tabs, what else have you got in mind for upcoming releases? Context menus was pretty cool.
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Re: Joystick Options 4 SAM
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Posted on: 2009/1/17 2:54
#185
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Not too shy to talk
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Re: OWB 3.4
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Posted on: 2009/1/16 16:02
#186
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Not too shy to talk
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@Jorg
Are tabs next? Please say yes! :)
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Re: Imagine for OS4.1
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Posted on: 2009/1/15 2:51
#187
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Not too shy to talk
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@Slayer Quote: You must be at a pretty exciting place at the moment and that's great, I'll be following along experiencing some of that some time in the future, I certainly hope! Not really, eh. I feel like I failed at life. Though having said that, working on my software makes me happy. I love implementing a new feature, or having an all night until 5am coding session. It's a little worrying fixing the last bug when the birds start chirping, because then you need to stay up until the afternoon so your sleeping pattern isnt too disrupted. Well, thats how it works for me anyway! Quote: I agree, but perhaps I'm a little more optimistic, I don't think a few more years is something we have to worry about, I think the Amiga will hold its ground forever in a day Holding our ground is fine, but lets hold our ground with some useful/decent software. :)
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Re: Imagine for OS4.1
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Posted on: 2009/1/15 1:56
#188
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Not too shy to talk
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@Slayer Quote: Yes, I remained joined to the list even though it seemed more dos related. As you can see by the recent reply Imagine is more than alive for our machines. I'll be happy to pick up a copy within a month and get back into modelling.
How about yourself you ever do any? My modelling was the basis of a graphic business I co-started in 1989. Because of a fallout with the other director very early on we never went anywhere. As the years went by I saw more and more of my ideas surface, but that is a long sad story LOL I've never been into graphics. I've just dabbled in programming throughout my life. But I've only started some serious projects since about 2003. I have several nice pieces of software now. At the moment I'm working on a 2d platform game engine. It's about 2 weeks old, and I've been putting dribs and drabs of effort into it. It's coming along quite nicely. I ripped off all my graphics, and just googled for sound effects. :) But I'm interested in Imagine and Aladdin4d still being developed, because I would like to see the Amiga live for a few more years, and to do that we need all the software we can get. Quote: You know Vidmark? BAH, we should have been before and more famous Heh ironically Ian Taylors son is one of my sons best friends. Nope, dont know him. I was 9 in 1989 btw. :)
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Re: Imagine for OS4.1
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Posted on: 2009/1/15 1:42
#189
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Not too shy to talk
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@Slayer
Imagine development continued on PC after the Amiga scene died off.. I wonder, is the latest Imagine available for Amiga at the moment? Or was that to come later? If the Amiga version is out of date, how out of date is it?
It would be great to see more apps born on Amiga return to Amiga. :)
I'm glad to hear that Imagine works okay on OS4.x. Often with these older apps, they can reaper from bugs that went unnoticed on OS3.x.
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Re: Educational software
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Posted on: 2009/1/14 4:03
#190
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Not too shy to talk
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@ktadd
excellent. :)
Edit: Oh btw, our avatars are very similar!
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Re: Educational software
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Posted on: 2009/1/14 3:29
#191
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Not too shy to talk
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@ktadd Quote: Not sure what condition the floppies are in but I can put them in the floppy on my uA1 and do a quick check to see if they can be read. Unless you have a Catweasel PCI card in your AmigaOne, I dont think you will be able to read a Classic Amiga formatted disk. As far as I know, the A1's only had a standard PC floppy disk controller.
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/14 2:47
#192
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Not too shy to talk
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@Atheist Quote: P.S. What about "Return 0;". Isn't there always a "return 0;" (why, I don't know, more useless junk) at the end? This is covered in the functions tutorial on the link I gave you. But it would probably be best to do the lessons in the right order from the beginning, because they build upon each other, and if you jump straight to the lesson on functions, then it might not make sense due to relying on other areas of C to demonstrate it. Also, it's not useless junk, its useful. In the game engine I'm making, I made a function that queries whether my character has collided with any of the enemys. I can make it return TRUE if he has, and then decrease his life etc, or if it returns FALSE then I can choose to do nothing on him. I have a loop that runs this function on all of my enemys that are alive. Edit: thats only one very simple example of a use for return. I wont elaborate more because it wont make sense unless you start learning the language. Edit2: Actually, that explanation may be a little too dumbed down. :) I actually have a function that takes any two pieces of graphics, and using it I can test to see if they overlapped/collided. For example: 1. a platform tile on my level and the player 1 character 2. an enemy and a player 1 bullet 3. an enemy bullet and my player 1 character etc. So by only having the one collision detection function, I'm reusing code. So when I ask "did player 1 collide with an enemy bullet?" and it returns TRUE, then we can act and make his life decrease.
Edited by jahc on 2009/1/14 3:04:30
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/14 0:52
#193
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Not too shy to talk
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The problem with this thread is that we're all trying to teach Atheist how to program, and we're not teaching the subjects in the right order, jumping back and forth between different areas. The tutorial I linked to teaches the basics, then builds on it for each lesson.
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/13 22:24
#194
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Not too shy to talk
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@Atheist Quote: You see, I cannot get to grips with this closeWindow()
Why are those brackets there? Why isn't a variable inbetween them? This is the sort of thing that the tutorial I linked to before explains.
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/13 21:32
#195
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Not too shy to talk
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@Atheist Quote: if( x == 10){drawCar(); } else { drawPig(); }
Due to C being flexible with formatting, you can type it that way if you want.
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/13 20:30
#196
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Not too shy to talk
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I'm still suffering from "lead a horse to water" syndrome, so I'll attempt to help one last time. http://www.cprogramming.com/tutorial.html#ctutorialStart with lesson number #1. Try and do one a day. Play with what you've learned in each lesson. Each lesson is only a few screens worth of reading. Okay, I'm done here now.
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/13 20:20
#197
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Not too shy to talk
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@Atheist Quote: I have to apologize, but, I'm stupid. (jahc is determined to believe that about me so I'll oblige him.) Dont twist my words. I said expecting to understand a new programming language without learning it first.. THAT is stupid. Every time you bring this up, I post my link to C programming tutorials. I discovered Allegro recently, so I thought I'd mention it because its an easy way to do graphics and sound for games. I dont know what more I can say. I'm just repeating myself over and over.
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Re: listbrowser and text wrap
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Posted on: 2009/1/13 1:27
#198
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Not too shy to talk
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@Rigo Quote: So no, it will not be fixed, as it isn't actually broken. Ouch!
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Re: I'm making a 2d platformer game engine for fun
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Posted on: 2009/1/12 23:30
#199
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Not too shy to talk
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@angelheart Quote: 1.Very nice ! what screen res did you use ? no. colours ?
Quite responsive on my XP laptop, smooth animation. small file size :)
2.Why did you choose allegro rather than SDL ?
3.Does Allegro support vector gfx ?
4.Was is hard to program ? Im interested in Allegro programming if its easy to code/compiler setup.
cheers. nice one. I've added numbers to your post to reply to your points. 1. 640x480 16bit depth. 2. I wanted to use the scroll screen command, but I couldnt figure it out properly.. but I found after I had ported my little SDL parts to Allegro that it had better and simpler ways of doing things. Like draw_sprite() handles transparency automatically. Sound is much simpler to play with Allegro too. 3. I dont know sorry. 4. Allegro itself is easy, the hard part was creating the game itself. I.e. jumping, collision detection, creating a virtual world to explore and scroll around automatically in, etc. Oh, actually keyboard input was fiddly, and I had to get help on that. Thats the only thing SDL did better I think. Also when you're compiling, you just need to download the dev files, copy them to the right places, then #include allegro.h , and link with -lalleg .. or whatever its called. Currently Allegro appears to be slower than SDL on OS4, but the porter is looking into speeding things up. I hope he achieves it!
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/12 23:26
#200
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Not too shy to talk
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@Hans Quote: You need to stop expecting to somehow magically understand it immediately, and take the time to learn Thats his problem. He expects to know how to use a language without learning it first. It's so stupid. I give up. No more advice from me ever. He's a lost cause.
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