Search found 678 matches

by djcouchycouch
Tue Sep 29, 2015 11:56 pm
Forum: SGDK
Topic: Recommended Sprites/Background editor
Replies: 2
Views: 735

Re: Recommended Sprites/Background editor

I use Graphics Gale and a version of Tiled I modified for my needs. I use converters to transform their formats into C code. The GG converter you can find in my prototypes (Goplanes, the Pingouin series, etc) For Tiled, you can easily write a script like I did in Python to take the level file and co...
by djcouchycouch
Mon Sep 14, 2015 11:36 pm
Forum: Controls
Topic: Mega Mouse Usage
Replies: 23
Views: 6282

Re: Mega Mouse Usage

According to joy.h in the SGDK, it does indeed support the mouse.
by djcouchycouch
Mon Sep 14, 2015 11:34 pm
Forum: Megadrive/Genesis
Topic: Libs & functions description
Replies: 6
Views: 1246

Re: Libs & functions description

Apocalypse wrote:Pascal's sdk.
Pascal's SDK? Not Stef's SGDK?
by djcouchycouch
Sun Sep 06, 2015 10:56 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

You need a counter per animated object that tells which frame to show. If you want the animation to go forward then you increment the counter. If the animation goes backward then you decrement the counter.

I don't think there's a function to do it. You'll have to manage that on your own.
by djcouchycouch
Sat Sep 05, 2015 12:08 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

Oh I just noticed. The function parameters are sprites when you need sprite definitions.

And you should pass them as pointers too.
by djcouchycouch
Fri Sep 04, 2015 11:37 pm
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

Check your declarations. Do they have the same names as in the resource file? Are they the correct type?
by djcouchycouch
Fri Sep 04, 2015 9:33 pm
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

There are several instances of palettes in the code. Which is giving you problems ? What's the actual error code?
by djcouchycouch
Fri Sep 04, 2015 12:40 pm
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

Oh, I see. It's declared in the resource file. It's probably generating them as const structures and that's why the function is just complaining about it. You can cast the parameter to a SpriteDefintion pointer and the warning will go away. SPR_initSprite(mySprite, (SpriteDefinition*)&mySpriteDef, x...
by djcouchycouch
Fri Sep 04, 2015 11:08 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

What does the declaration of the ghoul head and parts look like?
by djcouchycouch
Fri Sep 04, 2015 12:45 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

I wondered if someone could tell me if there was an easier way of delaying text than doing this! case 6 : if (drawnScreen == 0) { ind = TILE_USERINDEX; VDP_drawImageEx(BPLAN, &roomNorth_image, TILE_ATTR_FULL(PAL2, FALSE, FALSE, FALSE, ind), 0, 0, TRUE, TRUE); ind += roomNorth_image.tileset->numTile...
by djcouchycouch
Fri Sep 04, 2015 12:03 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

I'm presently trying to use the Sprites engine and getting an issue! src\main.c|150|warning: passing arg 2 of `SPR_initSprite' discards qualifiers from pointer target type| It would help if you show us the line and the types you're using :) I've seen this message most often when passing const param...
by djcouchycouch
Thu Sep 03, 2015 5:42 pm
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

You'll need a more generic system to store all your text and to print them. Hard coding them like that will become a huge chore. The first thing to do is to Store all your text as const strings and have your rooms reference them when needed. Having all of them in one spot will help with organization...
by djcouchycouch
Wed Sep 02, 2015 2:31 pm
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

It's not clear to me how you're representing your walls. Are you working with a tilemap for level collisions?
by djcouchycouch
Tue Sep 01, 2015 5:59 pm
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Dracula - Help / Updates

I think it's because JOY_readJoypad just returns the state of the button, pressed or not pressed. The code checks whether it's pressed, increments the stage variable but when it comes back on the next frame, sees that it's still pressed and does the work again. It'll do it as long as the button is h...
by djcouchycouch
Tue Sep 01, 2015 10:58 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 5688

Re: Project - Mega Space Heist - Help / Updates

It's because you've got them double quotes (") which means it's a string (char*) and not a single character. You need to put them in single quotes (') for single characters.