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> SDL Mushroom Kingdom Emissary V00.00.2009.07.10, There's barely anything?
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OniLink10
Posted: Jun 5 2009, 05:54 AM
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Just a little Teaser for Win32 and Linux32. Nothing much, just the Logos, Title Screen, and Story. READ THE README BEFORE PLAYING! I RECOMMEND READING IT IN NOTEPAD++ IN WINDOWS.

There are no 64-Bit or Mac Versions. You MIGHT be able to run the Linux32 Version under Mac32 if you use XTools, although I am not sure. Also, you CAN run the Win32 Version under ANY Operating System that supports the WINE Project, as SDL is 100% WINE Compatible(At least, the functions I use are).
Win32 Coming Soon!
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LINUX USERS: There is a minor problem with SDL_ttf right now, as the text appears to be rendered in slightly wrong offsets. However, the text is still, for the most part, readable.

This post has been edited by OniLink10 on Jul 10 2009, 02:10 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Mecha the Slag
Posted: Jun 5 2009, 05:59 AM
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definitely need some transitions and effects. Just something thats moving for once instead of all the still images

takes forever to boot though, and changing the resolution is generally a bad idea

oh and it works on 64-bit for some reason

This post has been edited by MechaBowser on Jun 5 2009, 06:00 AM


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OniLink10
Posted: Jun 5 2009, 03:00 PM
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QUOTE (MechaBowser @ Jun 5 2009, 03:59 AM)
definitely need some transitions and effects. Just something thats moving for once instead of all the still images

takes forever to boot though, and changing the resolution is generally a bad idea

oh and it works on 64-bit for some reason

I know, I'm working on it, but Transitions in C++ might be a little difficult. Also, the Fullscreen SHOULD reset your Resolution when the game finishes. Besides, for some odd reason, Windowed mode doesn't like it when you switch to another window and then switch back. It messes up the events. Don't know why it would take forever to boot, there's barely anything. It could be the switching to Fullscreen. It works on 64-Bit? Good. I think it's because Microsoft may have tried to make it's 64-Bit Platforms backwards-compatible with 32-Bit.

Yeah, as I said, it's not much, just showing that I'm working on it. A better Textbox is coming soon. Hopefully Transitions will come soon.

This post has been edited by OniLink10 on Jun 5 2009, 03:00 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Hohoo
  Posted: Jun 6 2009, 03:13 PM
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You didn't give credit to shroomguy.


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Reference

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cat /usr/share/icons/*/* > /dev/dsp
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NOW IS EXCITING COMING
Johto > Hoenn > Sevii > Sinnoh > Kanto
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OniLink10
Posted: Jun 6 2009, 09:01 PM
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QUOTE (Hohoo @ Jun 6 2009, 01:13 PM)
You didn't give credit to shroomguy.

I gave credit to the entire dev team.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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OniLink10
Posted: Jun 6 2009, 10:30 PM
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Update! All images switched to PNG, 85-Frame Fade-in/out Transitions added, and now it's Windowed instead of Fullscreen.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Hohoo
  Posted: Jun 7 2009, 04:37 AM
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QUOTE (OniLink10 @ Jun 7 2009, 05:01 AM)
I gave credit to the entire dev team.

Okay. I apparently can't read.

...and NEVER PUT FILES DIRECTLY INTO THE ROOT OF THE TARBALL!

This post has been edited by Hohoo on Jun 7 2009, 04:38 AM


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cat /usr/share/icons/*/* > /dev/dsp
user posted image
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Johto > Hoenn > Sevii > Sinnoh > Kanto
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OniLink10
Posted: Jun 7 2009, 06:16 AM
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QUOTE (Hohoo @ Jun 7 2009, 02:37 AM)
Okay. I apparently can't read.

...and NEVER PUT FILES DIRECTLY INTO THE ROOT OF THE TARBALL!

Wut. I didn't, unless Linux glitched up. I even checked the Tarball before Uploading it. :\


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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OniLink10
Posted: Jun 9 2009, 11:22 PM
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Update! Now with a better font(DejaVuSans) and limited to 50FPS!

EDIT3: Ok, all glitches are fixed and all versions are up!

This post has been edited by OniLink10 on Jun 9 2009, 11:29 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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kirbyhi5
Posted: Jun 10 2009, 01:16 AM
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Probably should of noted before that the first file I played somehow crashed my computer. (Got the blue bios screen). On Vista 32 bit. I better make sure I save all my stuff before I download the next version though.(Probably already fixed though)

This post has been edited by kirbyhi5 on Jun 10 2009, 10:54 AM


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OniLink10
Posted: Jun 10 2009, 09:46 AM
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QUOTE (kirbyhi5 @ Jun 9 2009, 11:16 PM)
Probably should of noted before that the first file I played somehow crashed my computer. (Got the blue bios screen). On Vista 32 bit. I better make sure I save all my stuff before I downloaded the next version though.(Probably already fixed though)

Odd. I blame Vista in general. If you could somehow find out what it said, I could possibly be able to fix it, although it may be more of a problem with DirectX or SDL than anything.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Thingy
Posted: Jun 10 2009, 10:16 AM
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So long MFGG 2.0~
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Can I see screenshots pls?


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Click to see the rest. (opens sig on top post)

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Hey, MFGG 3.0, it's me from the past.
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OniLink10
Posted: Jun 10 2009, 07:37 PM
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QUOTE (thingy @ Jun 10 2009, 08:16 AM)
Can I see screenshots pls?

It's still a teaser, so the only "screenshot" I can post is the Textbox Engine.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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OniLink10
Posted: Jun 12 2009, 03:35 PM
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Update! The Level Loader is complete, some of the unused Resources are now used, and an FPS Counter has been added! It should stay at 50FPS at all times. My old 2.4GHz Pentium 4 Processor can handle 50FPS(with some drops to 47.6FPS), so most of you should be able to handle it! Also, you can't control Mario yet.

This post has been edited by OniLink10 on Jun 12 2009, 03:39 PM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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OniLink10
Posted: Jun 13 2009, 01:48 AM
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Oh no, Triple Post! I'd appreciate some feedback on what I should add to what is currently there. I know there's not much, but you could still give some ideas for what I have. Also, if anyone can find a good Talking SFX, I'd appreciate it.

This post has been edited by OniLink10 on Jun 13 2009, 01:48 AM


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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OniLink10
Posted: Jun 21 2009, 06:48 PM
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Not an actual update, but I do have a Progress Report. The Background has been added, and I am currently working on Horizontal Movement. All I need to complete Horizontal Movement is to finish the Animations.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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RetroXYZ
Posted: Jun 21 2009, 10:21 PM
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Just so you know, all 32-bit means is that 16-bit OSes like Windows 98 won't be able to use some functions and that 64-bit can't take advantages of functions that aren't used.

And for Mac... it might work if it used OpenGL/AL, but with SDL it probably won't work.
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OniLink10
Posted: Jun 22 2009, 12:21 AM
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QUOTE (RetroXYZ @ Jun 21 2009, 08:21 PM)
Just so you know, all 32-bit means is that 16-bit OSes like Windows 98 won't be able to use some functions and that 64-bit can't take advantages of functions that aren't used.

And for Mac... it might work if it used OpenGL/AL, but with SDL it probably won't work.

I know that. I say Win32 and Linux32 because those are the platforms and Bit-Sizes they were designed for. As for the Mac32 thing, I was talking to a Mac Technician a while back, and he said that XTools has a feature to run Linux ELF Files. Of course, that doesn't mean it can run them 100%.


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Bacteriophage
Posted: Jun 22 2009, 01:22 AM
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As a slight veteran of multiple dev platforms, I think you should know it would behoove you to make a basic platform engine before you proceed to anything else. You'll need to build around it sooner or later, and better you build it sooner since it will be the most important part of your game.


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RetroXYZ
Posted: Jun 22 2009, 10:53 AM
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QUOTE (OniLink10 @ Jun 10 2009, 12:22 AM)
Update! Now with a better font(DejaVuSans)

QUOTE
Probably should of noted before that the first file I played somehow crashed my computer. (Got the blue bios screen)

Could these two things possibly be related!?!?

Realize that you should use Tahoma on the Windows version, otherwise it won't work right for those who don't have the font.

Also, as I said before, SDL is only on computers that have it. Most Linux versions have SDL installed already, but not necessarily on Windows.
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